Showing Posts For naphack.9346:

The situation of WvW on Fissure of Woe

in WvW

Posted by: naphack.9346

naphack.9346

Just man up and don’t let anything enter or leave your borderlands alive.

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.

wvw and ranger. Organised grp play

in Ranger

Posted by: naphack.9346

naphack.9346

  • Hindering enemy movement on a large scale is the difference between:
    • getting rolled by a large zerg when pincered and escaping from that situation
    • several enemies escaping your zerg bust and you cleaning most/all of them up
    • turning an enemy charge into a routed enemy force

also

  • shaking off a trailing zerg

but agreed, some of the control abilities of rangers would be great if it wasn’t for the 5 target cap. Stacking multiple Barrages and Muddy Terrains ontop of another while having +100% cond duration might be a viable way of throwing off zergs.
Also Chill Traps and Spike Traps.

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 this...

in WvW

Posted by: naphack.9346

naphack.9346

Guys, can you stop dismissing him as a troll or a raging kid?
He’s pretty much one of the first guys ever to not fly into a rage when told to maybe not bother fighting the thief on his conditions at all. Even more, he thanked me, which is a first.
He might have some kind of warped view on skill, but that’s to expect from a tPvP player.

@TMA:
The transition from tPvP to WvW is probably very similar to the transition from amateur boxing to a street fight. At one point, it’s all about the skill, pretty much like a game of chess, with everyone playing pretty much the same cards and having the same tactics at their disposal, while in the new environment suddenly some very crude concepts and self-taught techniques become viable again. The scale is bigger, the opponents more unpredictable and sometimes, they behave in ways, you did not even think were possible and get away with it.

That’s what WvW is. tPvP is the controlled environment with strict regulations, where you dance around some circle, evading eachothers attacks, while WvW is a brutal environment, where opponents slug it out till they can not move anymore and use every tactic known to them to carry away the win.

So until you get some wider scope of what you regard as skill, comments like the ones you receive here will probably come up a lot.

And yes, in WvW, confusion deals about twice the damage, it does in PvP.

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)

Necro Has No Chance!

in Necromancer

Posted by: naphack.9346

naphack.9346

Why do all of you guys insist on winning 1v1s in WvW?
There are certain builds which are impossible to bring down 1v1.
In sPvP, you can take down everything and anything because they are forced to dance around the edges of some small circles. In WvW, these builds can freely engage and disengage.
But now you have to look at what they can do.
Regen Ranger: Probably the strongest out of the bunch. Can solo Supply camps, heck, can even solo towers, if he somehow makes it past the door. Got almost no way of stopping you from running, if condition specced. If he’s specced GS/SB, you are probably screwed tho.
Bunker Ele: Annoying little bugger, but the most manageable out of the bunch, cause he’s riding a friggin firecracker. Can solo supply camps. Almost impossible to run from.
Bunker Guardian: Can solo supply camps. Sucks at anything else. Hard to kill alone, got no chance 1vX. Can not escape from you, can easily be outrun.
Permastealth Thief: Can annoy the kitten out of players and ultimately kill them. Might take on supply camps on his own, but runs a high risk of being killed, if a player shows up, cause he will have to use a huge portion of his skills. Hard to chase, manageable to get away from tho. Got nothing going for himself besides being an annoyance factor.

That’s pretty much the annoying “unkillable” classes.
Now how to deal with them? The answer is mostly “don’t bother”.
If you see them trying to cap a point or chasing a Dolyak, strike them, else don’t bother. You won’t kill them alone and they won’t kill you, if you are geared and specced halfly decent.
Go do something which actually fetches points for your team. Go slap some Yaks or go flip a supply camp.

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 this...

in WvW

Posted by: naphack.9346

naphack.9346

A strategy to beat him: Don’t bother with him. He invests so much roaming the battlefield and trying to kill players, all his precious time spent will be pointless, if you just pop swiftness and start running.
If you keep running, there will be a point where he can not continue chasing without burning his initiative, especially, if you keep dropping marks and wells to chill him.
If he continues chasing, you can decide whether you want to bother fighting him(this time on your conditions, unless he got crazy stuff like centaurs runes, he will be pretty much out of initiative from the chase and have no endurance left) or whether you cba fighting someone who has no real intent to slug it out either way.
Against certain thief builds, you win simply by not letting him kill you, because they can’t do much to you, if you use your cds defensively.

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.

Traps need a serious overhaul

in Thief

Posted by: naphack.9346

naphack.9346

Bluff trap:

Create a perfect clone of yourselft that stand in a position, put you in hide and when clone is defeated u shadowstep at your foe.

play mesmer

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.

Hammer leveling build?

in Warrior

Posted by: naphack.9346

naphack.9346

PvE is fully centered on two things: Evades and damage.
While the control abilities of the hammer make up for its lack of defensive utility, the damage part is utterly lacking.
If you still want to go with the hammer, I’d suggest, playing the hammer alongside a longbow(tho you will find, ditching the hammer and grabing sword/warhorn or axe/shield will often times prove more eficient, cause the hammer got nothing besides the heavy control 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.

What is this...

in WvW

Posted by: naphack.9346

naphack.9346

also wvw was never supposed to be balanced to begin with

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.

Thief haters, take this wisdom from a dev :)

in Thief

Posted by: naphack.9346

naphack.9346

So why is this not ok but thief burst is?

Because there is play in thief burst. There is play there, and that spike isn’t a single attack that’s 150% your max HP in damage. Thieves need to execute a series of skills in a row, in which at any time the victim has the potential to mitigate or have some sort of play to save themselves or stop the thief. You just don’t see that with the 100nades stuff, or its a window so narrow that we as devs weren’t happy with the play from both sides of the equation as attacker/defender.

You Sir, don’t know what you are talking about! A thief needs only 2 skills to kill a necro in 1 or 2 seconds. An ape can do this. I can avoid 100 nades by dodging but i can’t dodge a thief in stealth. Port-damage + 1 hit and thats it. Get it! Fix that op lame class and stop searching for excuses. And next time please play against a good thief with your ranger and you’ll see (or not) that you can’t even hit him because before you can aim at him he is back in stealth. Learn to balance a game and remove bugs and such overpowerness. BTW i play a thief by myself and i definitly know it’s op. So not so much a thief-hater but someone who uses his brain to recognize it’s just op.

A thief with 2 skills will do 0 damage to any necro that isn’t mentally impaired.

I mean, it’s either Steal (mug/stealth) to Backstab or CnD to backstab, both of which are easy to avoid… especially without a third skill called Basilisk Venom. And then you’re still doing kitten damage, because you need steal, CnD, backstab and basilisk to break 10k if everything crits. Another random bad player that knows nothing about thieves.

I don’t count steal as a skill. And i don’t count the stealth. A thief in stealth just needs 2 skills to kill a necro in less than 2 seconds. You don’t even have time to heal or remove conditions or whatever. If you say it’s possible make a video of it. I say it’s impossible and I play necro and thief so I know what i’m talking about.
Seems more like you don’t know anything about necros.

Well there’s problem number 1. You’re being approached by a burst that follows the same pattern every time (C+D pre-charge, Steal, Backstab), and your first instinct is not to dodge either the C+D or the Mug + C+D depending on how fast you act, effectively breaking the combo altogether, and/or use damage mitigation eg. Shroud, Well of Darkness and other inhibiting skills. You do not react to whether Basilisk Venom has been equipped on the Thief’s status bar, so you can quickly have your finger over an available stunbreaker should you fail to dodge, and do not make any quick preparation with aforementioned skills against the incoming damage if you do not have stunbreaker and BV is active. Your first instinct is to…use your heal? Remove conditions? I don’t even.

Struggling to find any sense of impossibility here. Either you are just far too slow, or you’re lagging terribly, because this combo is one of the most predictable and easy-to-counter combos in the game, pretty much only topped on the “please kill me”-o-meter by a Bull Charge/Bolas->100b whiz kid.

There ist NOTHING predictable! Because what you can’t see is unpredictable! And there is ZERO time to react. Almost in the same moment the thief appears I’m downed. There is no time to do anything!

You take a CnD.
Now you have 3 options:
1) Dodge+heal, thief will have to run
2) Pop Well of Darkness
3) Go into Death Shroud

You can also:
-Dodge and drop some marks
-Teleport to your Flesh Wurm
-Use Plague(lol)
-Dodge and use Locust Swarm/Spectral Walk
-Simply dodge
-Turn around in a panic, scream and go over to the forums to complain

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.

Thief haters, take this wisdom from a dev :)

in Thief

Posted by: naphack.9346

naphack.9346

So why is this not ok but thief burst is?

Because there is play in thief burst. There is play there, and that spike isn’t a single attack that’s 150% your max HP in damage. Thieves need to execute a series of skills in a row, in which at any time the victim has the potential to mitigate or have some sort of play to save themselves or stop the thief. You just don’t see that with the 100nades stuff, or its a window so narrow that we as devs weren’t happy with the play from both sides of the equation as attacker/defender.

You Sir, don’t know what you are talking about! A thief needs only 2 skills to kill a necro in 1 or 2 seconds. An ape can do this. I can avoid 100 nades by dodging but i can’t dodge a thief in stealth. Port-damage + 1 hit and thats it. Get it! Fix that op lame class and stop searching for excuses. And next time please play against a good thief with your ranger and you’ll see (or not) that you can’t even hit him because before you can aim at him he is back in stealth. Learn to balance a game and remove bugs and such overpowerness. BTW i play a thief by myself and i definitly know it’s op. So not so much a thief-hater but someone who uses his brain to recognize it’s just op.

A thief with 2 skills will do 0 damage to any necro that isn’t mentally impaired.

I mean, it’s either Steal (mug/stealth) to Backstab or CnD to backstab, both of which are easy to avoid… especially without a third skill called Basilisk Venom. And then you’re still doing kitten damage, because you need steal, CnD, backstab and basilisk to break 10k if everything crits. Another random bad player that knows nothing about thieves.

I don’t count steal as a skill. And i don’t count the stealth. A thief in stealth just needs 2 skills to kill a necro in less than 2 seconds. You don’t even have time to heal or remove conditions or whatever. If you say it’s possible make a video of it. I say it’s impossible and I play necro and thief so I know what i’m talking about.
Seems more like you don’t know anything about necros.

Just drop a well of Darkness and laugh at him o.O
And you playing some kind of glassy death shroud crit build? How the hell can a thief kill the class with the largest hp pool in 2 hits?

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.

Nifty Warrior tricks:

in Warrior

Posted by: naphack.9346

naphack.9346

By the way, after intense testing running with Drakkar Zergs yesterday, I can confirm the Backbreaker one.

Can also confirm the darkroom one.
Who needs a torch or shiny weapons? Longbow all the way, use the AoE circle of arcing arrow to scan the terrain and target the ledges you want to jump on to adjust the aim for your savage leap perferctly. Combustive shot can be a makeshift lightsource, if you ever happen to find yourself in a situation where the AoE targets of arcing arrow are not enough(stairs in P2 of Dark room for example)

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)

One Trick Ponies in sPvP

in Warrior

Posted by: naphack.9346

naphack.9346

About taking points taking priority, actually, that’s only partially true.
The point system is balanced around 5v5, meaning, with 5 players on the map, taking points, objectives, etc. is worth far more than kills.
In Hotjoins, you can have pretty much everything.
In 2v2, 3v3 etc. Trying to kill other players is pointless while on full servers just going for kills will typically grant you far more points as there are so many players, the amount of kills will make the point tally skyrocket.
Especially cause in Hotjoins there’s loads of glass canons around. Quick kills, quick deaths.

Entirely fictional numbers:
Tournament -5v5: ~20% of total points from kills, rest from objectives
Hotjoin -5v5: ~33% of total points from kills(less bunkers, lower skill), rest from objectives
Hotjoin, 8v8: ~50% of total points from kills

I don’t know exact numbers and the example here is strongly exaggerated(I’d say, it’s actually more like 33% in 8v8) but I think, you get the point.
The more players die and the faster they die, the lower the benefit from capping points.

About warriors: It’s not exactly one trick.
It’s more like 3 trick.
Warriors are either some sort of ranged glasscanon specced for killshot, some facetank burster with GS or Axe or some chain stunner with either mace/shield or hammer.
There isn’t much around besides that and honestly, countering them is pretty much all the same.
(I’d really like to see someone spec his warrior for condition bunker, just for the hell of 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)

[@ANet] Any plans for 1h sword?

in Ranger

Posted by: naphack.9346

naphack.9346

Actually, you can break the autoattack by binding sheathe weapon.
Just sheathe weapon and dodge.

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.

Your dream patch!

in Ranger

Posted by: naphack.9346

naphack.9346

This thread is filled with some of the most ridiculous, game breaking and just plain over powered ideas I have ever seen. Then again I guess it is a “dream” update.

Personally I would like another blast finish that isn’t on our pet and something that would actually make me consider taking spirits. Oh and if pets could move and attack that would be awesome, even if it came with a slight damage reduction.

I find it funny, I am the only one till now who actually included some nerfs in the list
The best idea so far(by far) was the one to overhaul splitblade into one projectile which splits on impact.

I just love that idea. Need more skills like that anyway.

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.

Is Ranger A good solo profession ?

in Ranger

Posted by: naphack.9346

naphack.9346

I don’t understand how you can all claim the ranger is the best solo profession. They’re terrible at fighting alone.

We are the easiest class to level, and the easiest to solo open-world PvE content because we have pets to tank/distract. Unfortunately, pets fall short in high-level PvE content, which is why we are regarded as the worst profession.

I think, it was a joke at how ranger is never truly alone :>

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.

Your dream patch!

in Ranger

Posted by: naphack.9346

naphack.9346

Nope, I want some lists, so I can see, what the rest of you has in mind for the patch.

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.

Is Ranger A good solo profession ?

in Ranger

Posted by: naphack.9346

naphack.9346

Dude, what’s the question?
Rangers are bad at anything BUT running around alone, in which they perform so great, Anet is afraid of buffing anything about the ranger. :>

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.

Your dream patch!

in Ranger

Posted by: naphack.9346

naphack.9346

This should not be a discussion topic. Do not clutter this thread with discussion about miniscule details in some slight idea someone had. All I want in here is an overview of what you guys actually expect/wish from a big ranger patch.
Full, detailed changelogs, no “made x better”. If you don’t know what’s wrong with the class, you’d like to play, how the hell should the changelog look like to suit your tastes to begin with?
Also, changes on other classes only when they directly affect the ranger, e.g. “CnD does not cloak against summoned creatures and pets” would be acceptable here.

My wishlist:

Pets:
-Improved the damage point on attack animations, removed the self-root on some attacks(no specifics given here)
-Pets now trail directly behind the ranger when put on passive to reduce unwanted aggro

Longbow:
-Increased the arcing over all skills to reduce terrain issues
-Barrage no longer requires LoS(honestly… it just looks stupid… You fire up in the air and can’t let arrows rain down behind some random stone.)
-Long range shot is now a 100% projectile finisher

Greatsword:
-Maul is now a blast finisher, slightly reduced damage to reflect this change
-Crippling Throw no longer roots you

Shortbow:
-Fixed Crossfire interaction with quickness

Sword:
-You can now dodge out of the autoattack chain
-Slightly decreased the damage on Autoattack chain

Axe:
-Whirling Defense now only lasts 4 seconds
-You can move while using Whirling Defense
-Path of Scars now inflicts Weakness(4 seconds)
-Fixed Splitblade interaction with Sharpening Stone

Warhorn:
-Hunter’s Call is only affected by LoS on cast.(once the cast is succesfull, the birds will continue to damage, even if LoS is lost)

Spear:
-Slightly decreased the damage scaling on Dart(this skill is just too good right now)


Utility Skills:
Sick’ Em:
-Reduced cooldown to 50 seconds

Search and Rescue:
-Now Ground targeted. Pet will revive the ally closest to the center of the spell

Protect Me:
-Instantly teleports pet to your side

Signet of Stone:
-Reduced cooldown to 90 seconds to match similar skills of other professions

Signet of the Wild:
-Reduced cooldown to 100 seconds

Lightning Reflexes:
-Reduced the pullback range under water

Quickening Zephyr:
-Now lasts 4 seconds.
-Now has a cooldown of 45 seconds.

Traps:
-[OKAY, I REQUESTED A FULL CHANGELOG, BUT I FAIL TO DO SO MYSELF…]
-[insert some nerfs and rebalances to certain aspects here to make them slightly less powerfull in Spvp.]


Spirits:
Complete overhaul. Now have more interactive effects.

Sun Spirit:
-Grants Allies in the Area a chance to burn foes(unchanged), 5 seconds cooldown.
Active:
Sunburst
-Blinds the closest 5 enemies facing the Sun Spirit(Similar to that very annoying temple event. You probably know what I’m talking about :>) for 3 seconds every second.
-Duration: 5 seconds

Earth Spirit:
-Chance to gain Protection, … totally unchanged
Active:
Ring of Earth
-Creates a Ring around the Earth Spirit. Everyone who crossed the ring will be immobilized for 1.5 seconds.
-Duration: 5 seconds
(I love this effect because it gives Rangers access to unlimited AoE)

Storm Spirit:
-Chance to grant allies Fury on attack. 8 seconds cooldown
Active:
“The I of the Storm”
-Creates a Storm around the Spirit which destroys projectiles.
-Duration: 5 seconds

Frost Spirit:
-Chance to grant allies +15% damage on attack
Active:
Blizzard
-Creates swirls of ice particles, bleeding and damaging foes in the Area per pulse
-Duration: 5 seconds

Spirit of Nature:
-Passive remains

Active:
-Now pulses similar to Elixir R
-Removes Conditions per pulse
-Duration: 5 seconds
—————

Traits:

Sharpened Edges:
-Critical hits deal 5% bonus damage, if the target has a boon and 1% bonus damage for each additional boon on the target

-Reduced Vigor duration on Vigorous Renewal by a second

Spirits Unbound:
-No longer causes spirits to follow you
-Spirits have ground targeting
-Activated Effects of Spirits have Ground targetting, causing the spirits to teleport to the target location aupon casting their abilities and activate the effects there

Rending Attacks:
-Bleeding to certain pet families stays as it is
-Grants all pets +1% damage per Boon on their target

Stability Training:
-Stability to certain pet families stays as it is
-Grants all pets 50% reduction on conditions applied to them

Intimidation Training:
-Cripple effect for certain families stays as is
-Grants all pets +1% damage for each condition on their target

Vigorous Training:
-Vigor to certain families stays as is
-Grants all pets 10% damage reduction

Edit: Change for clarification:
Earth Spirit: Everyone trying to cross the ring -> Everyone who crossed the ring
Edit2: added Sharpened Edges

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)

Elementalists aren't hard to play.

in Elementalist

Posted by: naphack.9346

naphack.9346

I found playing ele is not that difficult. Staying alive is not hard, getting boons up is childs play, …
BUT… Actually dealing DAMAGE with an ele is so friggin hard, it’s not funny. Really. You can f aceroll over the keyboard and you will have 6 boons up 100% of the time while moving all across the battlefield like a headless chicken on crack. But you will deal 0 damage. Getting out a damaging combo is not as easy as it looks. Many skills got their quirks and are actually quite hard to manage against moving targets.

You may be having difficulty doing damage because you aren’t building damage. The current bunker playstyle is something that came out of the frontline/backline zerg meta early after release. People were doing the math on our base heals and finding out that with just a little tanky stat addition we ended up with top-of-the-game fight sustain and line pushing ability.

It is NOT a tanky-dps bruiser build, like warriors or guardians can pull off. It is a straight up “soak your kitten and heal through it” build. That’s why nearly every current d/d build ends up giving you at least three instantaneous condition removals, and probably a hell of a lot more. It depends on coming out on top over time, hoping that you can build yourself back up faster than they can wear you down. Combined with the handy rapid escape tools on dagger, you end up with enough tankiness to match those classes with double your base stats, but no real damage to speak of.

If you want to see numbers and faster kills, you need to get good enough with blocks/dodges/blinds/protection to move into damaging armor. Zerkerz and Cavalier’s are my personal favorites. After that, you get even BETTER at playing, and then you can move traits out of water/arcane and into percent damage traits for the big kill speed.

TL,DR: Don’t say the class is easy when you’re playing a conservative build that sacrifices half your damage just to stay alive.

TLDR, you didn’t read my post 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.

Devs mention ranger PvE buffs

in Ranger

Posted by: naphack.9346

naphack.9346

The buff to greatsword also did little to place it as a useful weapon. It’s still inferior to mainhand sword+dagger or torch in sustained damage, and it’s still pretty easy to kite.

Hilt Bash in particular has an awful rooting animation effect that makes it very impractical to land on moving targets.

The only time I miss with hilt bash is when I’m blinded or immobilized

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.

Is it bad to ask for if there is a Mez in JP?

in WvW

Posted by: naphack.9346

naphack.9346

Everyone should play the game the way, he wants to.
At least that’s what Anet wants us to believe.

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.

Revealed Debuff to be Reverted in PvE and WvW

in Thief

Posted by: naphack.9346

naphack.9346

Fine, let’s change the subject then:
a thief with a group of 3 killing a champion by putting down some smoke fields and spamming blast finishers.

I fail to see the problem with a group killing a Champion.

If that group is the final boss of some large event chain/world event and can be killed by 4 guys permastealthing without any risk, still no problem?

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.

Is it bad to ask for if there is a Mez in JP?

in WvW

Posted by: naphack.9346

naphack.9346

Yes, you should not be wasting valuable spots in WvW in the JP. What do you need siege for in you do not WvW?

Let’s view it the other way: If there is a mezz in the jp, he can do his thing and leave the important spot after 3 minutes.
If he does it himself, the important spot will be filled for 10-15 minutes, maybe more, if he gets ganked.

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.

Devs mention ranger PvE buffs

in Ranger

Posted by: naphack.9346

naphack.9346

Your heal is Withdraw, which adds to your lovely amount of evades you already have. This heal also cures Immobilize, Chill, and Cripple Now throw in 6x Superior Rune of the Adventurer, and this 15s heal gives you a TON OF ENDURANCE to keep dodging.

All of that, and I still get stealth with CnD.

What was it you were saying again? <scratches head>

Love Withdrawal, would kill for that on Ranger with Runes of Adventurer. No idea why I don’t see it used more.

the funny thing is, thieves get 2 evades from rune of the adventurer.

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 don't get the WvW Bonus

in Bugs: Game, Forum, Website

Posted by: naphack.9346

naphack.9346

how long since you transferred?(exact days)

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.

4/12 SF/HoD/NSP

in WvW

Posted by: naphack.9346

naphack.9346

You NSP guys might see GoM again soon(beat down HoD a bit more)

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.

Countering a P/P kitting thief

in Thief

Posted by: naphack.9346

naphack.9346

As long as you have clones out, the thief can CnD them.
(and a mesmer has 3094803980 sources of clones)

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.

Countering a P/P kitting thief

in Thief

Posted by: naphack.9346

naphack.9346

yep pretty much p/d build is used to troll pet using classes,

they dont care about conditions or your damage because they can heal up and regain initiative in an almost unlimited manner because of 30 Points in SA,

P/D can be countered but be very cautious,
tip: dont fight p/d in a field full of npc and critters,
you can kill them if you are alone most of the time (by alone means no critters and npc and allies)
plan your timing for condition removals, because if you blow them all up every time you see bleed in your status bar you will lose, because p/d doesnot care if you clean them, they can reapply it indefinitely,
melandru + lemongrass helps

From my experience, P/D can’t do much against full phantasm builds tho. As soon, as their facemelt value reaches some nasty level of 4-5k crits per attack, having 2 duelists out can pretty much ruin the day for the thief.
But agreed, any build using loads of non-gc minions will be pretty much screwed.

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.

Is mobility too strong?

in Elementalist

Posted by: naphack.9346

naphack.9346

As a fellow Elementalist, maining a thief….

fixed for you …..
as i could do for 99% of any post complaining about elementalist.

You think rtl is too good?
Do you know wich is considered the slowest class around? mesmer.

try a traited blink.
1200 breaks stun teleport….
Portal
(perma swiftness can be obtained equally)
For tanking purposes look at immortal mesmer….

Then try a warrior…
Its not as easy to understand but a war can obtain slightly better mobility than an elementalist.

Thief?
Stealth + mobility was already the worst idea i ever saw in a game (notice how usually stealth massively REDUCE mobility in most other games)
They also added damage kitten just in case…..

Your examples are all bad ones.
The reasoning is the following: Opportunity cost.
A mesmer needs to grab a focus for perma swiftness or use centaur runes. Either one severely impairs their other possibilities.Grabbing a focus for swiftness means letting go of any offensive capabilities you might have gotten out of an offhand sword or a pistol and letting go of any condition application and stealth, you might have gotten from a torch. It’s one weapon, which is mostly only good for the temporal curtain(which, honestly, is an amazing skill) and not much else.
An elementalist? The dagger used to get RTL grants: a defensive shielding aura and a heal with cond removal, a great fire field, with uncapped burning application(triggers burning on walking through ring), a huge damage spike, a big cc skill and a long windup huge damage pbaoe. Oh, and an AoE launch.

Same with the warrior. Yes, a warrior can theoretically outrun an elementalist:
Sword+warhorn, Greatsword. Hf hitting any non-pve mob with that setup for more than 5k damage in the frame of 10 seconds. You throw away almost every cc you have and only got sword burst → instaswap → 100blades as decent finisher.
D/D ele is not strong because of the great mobility but because they need to throw away almost nothing(yes, the defensive skills from the focus are amazing) for it.
If ele had to make any sacrifices for that kind of mobility, no1 would complain.
Ok, people would still complain, cause they like to complain, but that is not the point I’m trying to make here.

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.

Ranger beats Elementalist! News at 11:00.

in Ranger

Posted by: naphack.9346

naphack.9346

on a sidenote, can an elementalist really outrun a gs sb ranger?
The ranger will probably catch up soon(~3 swoops max), cause swoop has a way better uptime AND moves faster than RTL. The only thing, the ele got to increase the distance further is swiftness. Lightning flash will only give him a headstart. If the ranger got any source of swiftness(birds, RaO, …), the ele might not get away that easily.
Hell, after a swoop, the ranger might be in shortbow range already and lay down the pressure with cripples and crossfire(hurts from behind).

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.

Lightning flash. Useful?

in Elementalist

Posted by: naphack.9346

naphack.9346

Out of the 4 cantrips, I almost always run Armor of Earth, Cleansing Flame, and Lightning Flash. In PvP, mist form is not so good, since you can’t cap points while invulnerable. I swap out Lightning Flash for Mist Form for the Spirit Watch map tho, since you can mist form with the orb, but can’t teleport…

…Which will change with the next build, causing you to drop the orb when becoming invulnerable.

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.

Nifty Warrior tricks:

in Warrior

Posted by: naphack.9346

naphack.9346

I’m fairly sure, it should only overwrite when the own duration is longer than the one already applied to the target.
If I’m mistaken, hard numbers pls.

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.

Revealed Debuff to be Reverted in PvE and WvW

in Thief

Posted by: naphack.9346

naphack.9346

Well, it poses risks, as most champions have only a 10% chance to be affected by blind, so every time you stealth, you will probably eat a big one.
Without revealed, you could simply kill champions while remaining stealthed completely.
No matter how long it took, that would simply be stupid.

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.

Revealed Debuff to be Reverted in PvE and WvW

in Thief

Posted by: naphack.9346

naphack.9346

Fine, let’s change the subject then:
a thief with a group of 3 killing a champion by putting down some smoke fields and spamming blast finishers.

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.

Seperate reset times for NA and EU

in WvW

Posted by: naphack.9346

naphack.9346

(West coast NA player)
Good change ANET, now the people in T1 and T2 with huge queues can QQ even more about how they have so much WvW presence that the queue will be full by the time they get home… DWI. Queues are the REASON you’re up there.

As for me in T5, this change does absolutely nothing. I get to play in WvW with my guildies regardless if i’m on time or 5 hours late… Heck, if anything, this change has just given me a larger window to choose when I want to play with my guildies for reset.

I feel sorry for my European/Aussie/SEA allies though. This change helps your hardcore base to play more, but the times are still tough for your casual players.

I think most of us can agree that this was a positive change for a majority of the GW2 population. We can also agree to laugh at the people who QQ about being forced to play a game at any time… ahahahaha “I’m forced to play a game”… tell that to the real world… and I used to be a WoW progression raider.

Wut?
A considerate, modest NA player?
Is there such a thing?
Nice post and nicely put. I only feel sorry for about 1% of the NA players: It’s the part who were on the now-T1 servers from the beginning and weren’t asked whether they want long queues on their home. All the rest of them chose for themselves whether they want queues or not. Crying about something, you caused yourself and could fix anytime is funny at best.

If you look through these posts, 90% are actually not complaining the time shift but rather about QUEUES. Queues are something caused by everyone desperately needing to cling to a small selection of chosen servers.

Just cause things don’t go your way doesn’t mean, you need to complain, when one simple click would fix everything.

I agree on the fact, no1 forces them to play a game.
I add: No1 forces them into queues.

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.

Revealed Debuff to be Reverted in PvE and WvW

in Thief

Posted by: naphack.9346

naphack.9346

lol…
You do realize, you could probably kill a champion with the right build by wearing full zerk, stealing to them and just spam CnDCnDCnDCnDCnDCnDCnDCnD…
No need to time anything, just hammer the snot out of that ‘5’ key till he’s dead.

It would require an infinite initiative hack …

base: 1 point of initiative every 1.33 seconds, 3 points in 4 seconds,7.5 points in 10 seconds.
patience: 1 initiative every 3 seconds while in stealth → 3.3 points in 10 seconds.
quick recovery+infiltrators signet: +3 in 10 seconds.
total: ~14 initiative in 10 seconds.

CnD costs 6 initiative.
Whenever you use CnC, you get 2 initiative back(infusion) and have a 20% chance to get 1 initiative back(hidden killer+opportunist), making the total costs 3.8.
Without revealed, you can use 3 and a half CnD in 10 seconds, giving you 14 seconds of stealth, in other words 140% uptime.
q.e.d.

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.

Revealed Debuff to be Reverted in PvE and WvW

in Thief

Posted by: naphack.9346

naphack.9346

I guess if you mess somthing up and revert it back — it becomes good news. :/

They shouldn’t have done it in the first place.

On the other hand, why is Revealed even necessary in PvE, and is it necessary at all now that culling is fixed?

lol…
You do realize, you could probably kill a champion with the right build by wearing full zerk, stealing to them and just spam CnDCnDCnDCnDCnDCnDCnDCnD…
No need to time anything, just hammer the snot out of that ‘5’ key till he’s dead.

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.

4/12 SF/HoD/NSP

in WvW

Posted by: naphack.9346

naphack.9346

Score update seeing as how it is lacking.

O M F G!
Once again proves, why you shouldn’t put the language to “german”.
These server names make me lol so hard.

I mean, they are correct translations but they sound so utterly lame, it’s not even funny anymore…
Yet I can still laugh, cause I put mine to english long ago.

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.

Comparing Rush to Swoop... I cried a little

in Warrior

Posted by: naphack.9346

naphack.9346

If Rush worked like it should, it would be decent. However, these are the possibilities when Rush is used in the order I see them most frequently:

1. Move 10 feet past selected target.
2. Moves to target, but does not attack.
3. Moves 3 feet, continues the animation like it is moving, but stays stationary.
4. Erratically changes directions instead of moving toward the target.
5. Works properly.

If Swoop isn’t as buggy as Rush, it’s definitely a better skill.

Swoop has a nice flow to it. You can really get stuff done swooping in and out of combat. Rush feels way too stiff in comparison. Especially when you rush PAST your target, then turn around to stab it in the back… God, it looks funny, but it’s still an annoying bug in most cases.
Just the 2 cents of someone who loves playing LB/GS ranger in spvp and happens to have a lev 80 warrior.

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.

"Hide in Shadows" = Useless Healing Skill?

in Thief

Posted by: naphack.9346

naphack.9346

use a heal skill → confusion pops → you fall below 25% → last refuge pops → confusion pops → you die :>
Not even HiS would save you in this scenario

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.

"Hide in Shadows" = Useless Healing Skill?

in Thief

Posted by: naphack.9346

naphack.9346

Did I ever say, SoM was good?
I am a withdraw guy through and through(at least for moderae builds… If your build is built around utilizing stealth for sneak attacks, it becomes a matter of taste.

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.

Comparing Rush to Swoop... I cried a little

in Warrior

Posted by: naphack.9346

naphack.9346

About Rush vs Swoop again:

Cooldown: Warrior is supposed to rush in, then plant his feet on the ground and pound the everlasting daylight out of his opponents. Ranger has a shorter cd, cause they are supposed to be a skirmisher. Hop in, hop out… Or hop out, hop in. Once a warrior leaves the scene, he is supposed to run.

—> Cooldown is a design decision.

Animation speed of attack: Again, a design decision. Rush should be mainly a gap closer. It’s a heavy armor class, so it rushes in, brushes off everything and gets ready to unleash a DEVASTATING ATTACK (in this case cancels the rush to go straight for hundred blades, cause he just happens to stay in a huge group and doesn’t want them to scatter during the embarassingly long animation on rush)

Multihit: Not sure about that one I’d actually be fine with single target on swoop if the skill actually DEALT THE DAMAGE IT WAS SUPPOSED TO DO!
Currently, Swoop deals only 2/3rd the damage, it’s actually supposed to do according to tooltip.
To test this out, go to the mists, take a steady greatsword, maul a dummy, then swoop it, and compare the numbers. Then compare the results to what they should be like according to the tooltip. (at least it should still be bugged unless it was ninja fixed)

Anyway, I actually like the way, the greatswords are made. Currently, I have more issues with Ranger GS(friggin root on Block throw) than with the warrior gs.

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.

Any consideration for the ranger class?

in Ranger

Posted by: naphack.9346

naphack.9346

I don’t have to tho. I do it, cause I’m lazy and cba watching the movements of a guy who creeps around me at 900 range waiting for an opening.
If he brings things to melee, he can try this combo all he wants, cause then the steal range is mot important anymore. There is enough ways of dealing with him once he is close up anyway. What bothers me about thieves is not the fact, they can CnD→Backstab, but the instant gapclosers. As I am a lazy guy, I just wait for them to pass and have an answer prepared for once they happen.
Tho there is always the possibility of actively baiting the mug.

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.

Lightning flash. Useful?

in Elementalist

Posted by: naphack.9346

naphack.9346

if you want to be really pro you use Fiery Greatsword 3 and then teleport back into the target for even more damage.

lol never even thought of that
“advanced advanced tactics!”

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.

Any consideration for the ranger class?

in Ranger

Posted by: naphack.9346

naphack.9346

I typically wait till I eat the Mug-CnC, then stunbreak/dodge away from him and pop my heal. I do this, because I am too lazy and watching your healthbar is easier then keeping track of every movement the thief does.
Needs a little bit tankier buildup tho :>

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.

"Hide in Shadows" = Useless Healing Skill?

in Thief

Posted by: naphack.9346

naphack.9346

Unless he is a ranger/necro/mesmer and you can CnD off the pets, already those CnDs might be impossible to achieve tho.
I mean, you try to CnD, warrior pulls a block on you, you try to HiS and eat his shield. Swap to GS, 100blades!

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.

Any consideration for the ranger class?

in Ranger

Posted by: naphack.9346

naphack.9346

Steal, C&D, backstab is ~1 sec. If you miss the dodge roll and aren’t tanky, that’s 15k to 20k+ damage. Hundred blades is worse, but I can at least see hundred blades. I have to guess when the thief combo is about to be used. Not all of them are so predictable as to use it as soon as they’re in range.

Wait for the CnD, stunbreak/dodge out, pop heal, get cc ready to greet the thief when he gets out of stealth → profit!

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.

"Hide in Shadows" = Useless Healing Skill?

in Thief

Posted by: naphack.9346

naphack.9346

Nevertheless, a 6K heal + DoT removal + untargetability (stealth) is your ticket out of any emergency situation.

Try that against a decent player and you get a daze to the face and kiss the floor half a second later.
Withdraw > HiS, already because of cast 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.

Op class in wvwvw

in WvW

Posted by: naphack.9346

naphack.9346

level 15 ranger kills everything!

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 think Thieves are "OP"?

in Thief

Posted by: naphack.9346

naphack.9346

I haven’t yet played any other class except my main (elementalist), but I can least get basic understanding of how to respond to fighting styles by learning through longer fights and observing my opponents. (i.e. Oh, that pink mesmer bubble really screws me up, lets not run through that). With thieves its more like: “What in the world just happened? How did I die? How can I learn to react to that?” It takes either playing thief or having someone demonstrate how to kill them to actually have a clue, and its all because of the high burst + stealth prevents learning counter-tactics through observation. That is frustrating to people who just want to have fun b/c they can’t grow through just playing. Further, b/c of the huge burst out of stealth and great gap-closing ability (with the shortbow I believe), it makes it nearly impossible to say “crap, a thief, I hate these fights, run!” They will chase you down and kill you. With a guardian or mesmer or anything else, I can see them so I can make the decision when to disengage. As a thief, the choice of which fights and when is 100% in your control. That is a little bit too powerful. My suggestion would be to tone down on the stealth big time, decrease the burst a bit, but give more slipperiness (perhaps thieves can have 3 dodges), and more sustained damage. I understand thieves are supposed to be excellent gankers, but right now it seems to be just a little too pronounced.

Well, maybe because I have lots of experience with dealing with stealth from playing DotA quite a lot, I never found stealth to be the problem in dealing with thieves. Even more than in DotA, where stealth can be anything from 6 seconds(with max movespeed) to permanent invisibility, invisible players will try to move to a spot, where they have an advantage over you. From the circumstances before they stealth, you can have a pretty good idea already of what they are gonna try to do. And try to act accordingly, learn this way by trial and error.
Granted, you’d need to have loads of experience in fighting stealth before you can think of learning to fight thieves without playing a thief yourself to learn how their skills work before. And also, I got a lev 80 thief by now, so now my knowledge of countering thieves comes from 3 sources anyway

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.