Showing Posts For ronpierce.2760:

Should the Herald use a warhorn?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Should the Herald use a warhorn?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Thematically, probably. Warhorn in general fits the theme of a Herald, too. And while I like the idea, in okay with the shield. A, shields look way better. B, bonus armor! C, it keeps Herald from being TOO close to an actual “Bard”. It’s bard-like, not a bard, and I’m sure they wanted to make that fairly clear.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Nerfing DD ele intelligently

in Elementalist

Posted by: ronpierce.2760

ronpierce.2760

I am only against Nr.1, what you describe is l2p issue.

If you want to be good player, you have to learn what other class does. You can not expect to run around get over every AOE and rofl stomp things.

If there is a bad kitten fire ring on the ground don’t cross it.

For the auto cleansing fire it should only cleans one condition like Guardian Smite on heal and it should not give 3 stacks of might on cantrip use. Every DD Ele with fire line is running with 25 stacks of might without even thinking about it.

Ring of Fire does need nerfed. As much as you could say it’s a L2P for other players, nerfing RoF would require Elementalists to have to “l2p” just as well. I don’t think people really think about how strong RoF really is. With a Celestial build and just a few stacks of might, you’re looking at 4-4.5k damage (some of which is up-front) with 3 stacks of burning over 5 seconds. Now, consider with a standard FWA build, you can have this ring up close-to 50% of the time, and can out-range most melee fighters (130 versus 300 typically). People just don’t have the infinite dodges Elementalists think people have, or cleanses that can forget to remove burning and removes something stupid instead. 50% of the time this haphazard damage ring is up. It’s a crutch for Elementalists in Conquest more than it is a L2P issue for other players. No one should have that kind of fire-and-forget haphazard damage to their advantage. And I’m not even talking about walking back and forth, 1 application can do up to 4.5k damage…

If you damage started to hurt (which is silly anyways… You’re celestial for god’s sake and still able to literally melt people), I’d much rather it go somewhere a bit more involved.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Not sold on The Herald

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

I like Herald… Using this definition:
“a person or thing viewed as a sign that something is about to happen.”

I think is pretty dang cool. Plus the sound of it fits a heavy armored class.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Condi Stats?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Also for the pvp variants, always worth testing Celestial. Not really necessary in pve, and damage can be significantly lower, but at times it can prove beneficial. Especially if you are able to stack might.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Do we need condi cleanse on Glint?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Maybe instead of removal, Resistance boon should just be more common than on just in Demon Stance with one ability. Example, give Replenishing Despair a 3s Resistance boon with a 10s ICD.

Then there is some opponent counterplay.

Problem is, there is WAY too much boon removal right now to just sit around with absolutely no way to get rid of burns, of example. It doesn’t take much down-time on resistance to completely melt you.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Not sold on The Herald

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

I’m cool and say stuff!

But Roy, where’s our reliable Condition removal for DPS specs? Ease my worries!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Do we need condi cleanse on Glint?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Why do people quote Jalis as condition removal? They have 3 removed every 30 seconds. That’s very low removal. The only “real” removal we have is Ventari and let’s be frank, no Dps build wants or can afford to mess around with the clunky tablet just to remove some conditions. Revenant is far too squishy for all of that noise, especially with Marauder type stats. They need some competitive self cleansing and keep Ventari as the group cleanser/support.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Sword 3 not an evade?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

If it does more damage than those other skills it sure doesn’t always feel like it… Only time I had it feel really scary was with the heal up and the siphon trait, then uncoils get a decent spike. Felt kind of unreliable otherwise and really risky.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Sword 3 not an evade?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Adding a 100% evade to it for the full duration of it would make it pretty cheesy. It would pretty much become a low risk, high reward, use on CD skill thats extremely powerful both offensively and defensively.

Wouldn’t be wildly different than Blurred Frenzy or Pistol Whip. While ours is mobile and theirs isn’t, it hits for far less dmg and we don’t have very good CCs to combo it with. In the end, the difference isn’t huge. Plus I’d take a 2 second CD added if it was at least usable… Right now, you can exploit someone in Sword 3 so easily, especially with AOE.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

i want 5 stats amulet !!!! GIVE ME !!!!!!!!!!

in PvP

Posted by: ronpierce.2760

ronpierce.2760

The game just needs better stat handling period. While it makes it easier for them and players starting out, it quickly becomes frustrating when you realize a majority of the builds don’t work simply because you can’t take the stats you’d need for it to work. That’s one of the more limiting issues that reduces diversity in play is things simply not having stats available to even begin to try to make them work (like Zealot builds).

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Let's talk about Maniacal Persistence

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

There will be some tweaks to this trait soon™.

Spoiler Alert: What is it?

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

signet necro is OPer than dd cele ele

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Apparently, to some genius in the necro forum signet necro is a bad build because 13 people voted it to be meta.

Yeah that’s silly. It’s not ‘bad’, but its equally silly to call it meta just because abjured won a tourney with it. They’ve played together for a long time and won using a fairly silly set up, which defines every reason I hate Conquest. 4 bunkers (with mostly unique purposes, outside of the 2 identical elementalists) and abusing the speed of a thief to just decap all over the place. Regardless, smarts and team play won, legitimately, but it doesn’t make the Necromancer a top-amazing build, if not for Toker, I’m not sure it would have been such a landslide.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Is burning broken on purpose?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Problem with burning is, conditions, at least alone, aren’t meant to be “bursty” unless you could stack them high and they are to fill an attrition role, slowly wearing the enemy down. Burn does too much damage too quickly, and completely defeats the purpose of condition removal, even if you have it. Condition removal is supposed to be a smart decision, as it’s always limited, but unlike EVERY other condition in the game, you can’t allow it to linger and think of a better time to use them, the best time is always “right the hell now!” Which, in cases of Ele with low cooldowns and maybe a little bit Burn Guard (which are less of an issue, but still pretty dangerous) as soon as you’re sure to get rid of some burns, which may take more than one cleanse if it’s covered (luck applies, coverage is another reason Burn guardian is less portent than Ele), you can find them back. And for both builds its INCREDIBLY easy to apply, where Elementalist has two huge burn fields on now cooldowns, meaning a lot of haphazard damage just trying to move around a point.

So yeah, conditions aren’t Op, but yes, Burn in its current state is both counter-design, it’s too strong and many applications of it are too easy to gain benefits from. On an Elementalist, a single Pass-Through of ring of fire can do 4-4.5k damage. With a 10 second cooldowns and 5 second field and need to move around, that’s a lot of easy damage for simply throwing down a hazard with 45% uptime potential.

Edit: Ignore typos, MMO lingo doesn’t work with phones.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Chronomancer will get permanent invisibility

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Also, while it’s not always 100% viable to kill people with decent sustain, you can shatter (As long as IP doesn’t hit them) and spawn tons and tons of Phantasms with Chronomancer without ever exiting stealth, similarly, condition builds. You can very easily kill people without leaving stealth, especially if they’re marauder’s/zerker and distracted. It’s not optimal, damage wise, but it’s a very safe way to shatter-spike some squishies in a team fight and them have no way to really retaliate.

Please stop talking if you don’t even know the basics of mesmer.

Stealth breaks the moment any of your clones hits a foe. The only thing that doesn’t break stealth is phantasm attacking on their own. Shattering phantasm will break stealth as well.

If you can just show me 2-3 clips of your killing people w/o leaving stealth, even the most squishy kind, I would be quite amazed.

You’re right, my bad. The reason I thought this is I can Diversion steath (and less impactful, distort). I never made a video of it, but I’ve killed people with a perma-stealth condition build I made once, which only used Scepter rarely to spike people down who got low, just to ensure they died. Given that you’re right, it doesn’t work in the first two, probably not as useful for power spikers. 100% muh bad, no need to get so testy about your precious mesmer, friend. :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Chronomancer will get permanent invisibility

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Also, while it’s not always 100% viable to kill people with decent sustain, you can shatter (As long as IP doesn’t hit them) and spawn tons and tons of Phantasms with Chronomancer without ever exiting stealth, similarly, condition builds. You can very easily kill people without leaving stealth, especially if they’re marauder’s/zerker and distracted. It’s not optimal, damage wise, but it’s a very safe way to shatter-spike some squishies in a team fight and them have no way to really retaliate.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

signet necro is OPer than dd cele ele

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Skilled signet necro against skilled d/d ele is roughly 50/50. Ask Nos or Phantaram about their multiple duels.

At my level I take some risks to cross the ring of fire and try throwing 6/9+ burning stacks with some other condi to cover up. But if the ele is aware of it he just has to dodge (or just break line of sight if I couldn’t catch him in a bad position).

If I don’t take that risk, I often end up losing the attrition war: I lack transfers to throw burning back every time the ele goes into fire, and small stacks can’t put a dent in the ele’s sustain, or if it could it might be quickly cleansed. That’s why in these encounters I have to be sharp enough to remember previous attunements so I can predict possible follow ups and hit with chill / boon corrupts at the right time. Otherwise it’s meaningless and the ele just rebuff himself.

Not to mention the RNG of boon corruptions: when the ele has so many boons on him and you want to corrupt stability or the growing stacks of might, it’s not a good idea to use all signets at once. Also, good luck in baiting dodge rolls so you can land path of corruption on CD. Good eles always have a mean to avoid it when you go into Shroud.

So please don’t say cele necro counters d/d ele when it’s roughly 50/50.

I’ve gotten over trying to explain it. People forget, while 1v1 Cele Necro can corrupt a lot of boons and transfer, Ele have a decent amount of evades, Burns deal damage fairly up-front and they have a decent amount of blinds and condition removal, but hey, necromancer SOUNDS like it should hardcounter Ele, so it must be true…

Fact is, it’s fairly even, but CeleNecro does have an advantage agaisnt Ele versus other builds, but also has far more weaknesses. And I read somewhere someone said they have the same sustain as CeleEle…..???? Not even close…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Chronomancer will get permanent invisibility

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Hmm. 20 seconds of AOE invisibility (more for the Chronomancer and more if they use veil) for NPCs in Stronghold is by far not useless, you’re kidding yourself if you think it is. The world doesn’t revolve around goofy-ol’ Conquest.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

signet necro is OPer than dd cele ele

in PvP

Posted by: ronpierce.2760

ronpierce.2760

um so generally which is OPest? Signet necro or dd cele ele? I just wanna play OP class right now

By far Ele, that’s not even a question, even if Cele Necro can stand toe to toe with Cele-ele a bit better than others, Cele Ele is by far better.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

signet necro is OPer than dd cele ele

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Even D/D eles can kill Necromancers. Depending on the situation, it might be slightly more in favor of the necro, and necros make it harder for Eles in a team fight, but they’re pretty much as niche-anti-elementalist as it gets and STILL just hits the mark. For once Necromancer has a real attrition role.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

GLINT TEASER

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Incoming! God I hope she has condi removal…

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Issues with Slow in PvP

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Rofl, you don’t need a kitten trade off for a negative effect on you… Clearly is buggy, don’t start being ridiculous. I hate slow as much as the next guy but obviously this isn’t working as it should be.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

A Plea for Death's Charge

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

It does not need that. No one wants to flip their camera up every 5 seconds while in RS. They just need to give it a flip skill to land early and you get about the same effect but a million times better designed and intuitive.

I want it. It’s more fun.

Flip skill is the unintuitive suggestion. If you want to make it easier to land and “intuitive” then just make it leap to selected target.

Force-land early skills are not a new concept and not hard to grasp… Push to start… Push again if you want to stop early. It’s miles more intuitive than “turn your screen top-down and you will go half the distance, then readjust and do this every 5-6 seconds when you want to use this ability in a manner that is useful, and you still only get two distances, full and half.”

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Death Shroud F1 and Reaper F2

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Mesmer F5 gets added on top of F1 through F4.

Ele overload gets added on top of attunements.

RS should get added on top of DS.

DH should receive similar treatment.

The general train of though behind Ele and Mes getting upgrades instead of sidegrades is because they just get offhand weapons while we get a greatsword. Pretty sure Anet even said they they would try to compensate the classes that get offhands.

Except that doesn’t really make any sense. Why would you get bonus power just because you get fewer new skills to play around with? One issue is simply a fairness issue while the other issue actually affects balance. You’re not even forced to use those weapons, so for people who don’t, Tempest and Chronomancer just simply get more. (Not to mention their specializations are better designed and have better synergy with the rest of their class.)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Issues with Slow in PvP

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Hey, I just wanted to make a quick note, Slow is (obviously) creating some unintended benefits for certain skills that needs fixed as soon as possible.

Slow currently increases the duration, by by extension, distance, of mobility skills causing players to travel farther with the condition. Quickness had a negative impact in the same way.

Additionally, Slow extends blocks beyond their normal time allowing people to block for 4-6 seconds straight. (Have not tested with Quickness.)

I’m sure there are others, but a fine comb needs to be taken to skills to make certain skills completely not factor in slow and quickness.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

A Plea for Death's Charge

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Skill is good. Needs to have the “camera angling to reduce distance” property added though.

It does not need that. No one wants to flip their camera up every 5 seconds while in RS. They just need to give it a flip skill to land early and you get about the same effect but a million times better designed and intuitive.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Problems with the ICD from Chilling Darkness

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Chilling Darkness: This trait now activates on all targets that are blinded by a single area-of-effect blinding strike before it goes on cooldown.

That being said I would prefer if this trait with shiver of dread or at least swapped places since the necromancer has inherently more fears while reaper has more blinds.

That’s what I said. They should merge them, allowing either blind or fear to cause a 2 second chill, 4 sec icd per target. This would be perfect as long as they don’t balance around 100% ideal world logic like they tend to do. As it stands, if you don’t run staff, that trait is like a 2 second chill every 20 seconds IF you use the flip skill in Reapers shroud. It’s very very bad. But of course, that’s what happens when you make a specialization ALL about one thing that you don’t want TOO much access to. It ends up being stripped of anything special. Reaper needs to be release of this chill stigma and five them something more than just chill gimmicks that get ruined by massive condi removal.

I actually prefer merging the traits as they are now(so fear still have no icd and blind an icd of 5 seconds). I hope it can make the trait a bit more controllable since our fear application can be a bit unpredictable (on stun, rune, corrupted, mark walking). For reaper it mould mean they can follow up their terrify with death’s charge without losing any proc.

That’d be fine except two different chill effects on different rule sets felt a bit confusing, and just seemed like a route they would be more likely to take.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Problems with the ICD from Chilling Darkness

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

That’s what I said. They should merge them, allowing either blind or fear to cause a 2 second fear, 4 sec icd per target.

I assume you mean 2 second chill?

Yeah, 2 seconds chill 4 sec ICD (per target) triggerable by either fear or blind**.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Problems with the ICD from Chilling Darkness

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Chilling Darkness: This trait now activates on all targets that are blinded by a single area-of-effect blinding strike before it goes on cooldown.

That being said I would prefer if this trait with shiver of dread or at least swapped places since the necromancer has inherently more fears while reaper has more blinds.

That’s what I said. They should merge them, allowing either blind or fear to cause a 2 second chill, 4 sec icd per target. This would be perfect as long as they don’t balance around 100% ideal world logic like they tend to do. As it stands, if you don’t run staff, that trait is like a 2 second chill every 20 seconds IF you use the flip skill in Reapers shroud. It’s very very bad. But of course, that’s what happens when you make a specialization ALL about one thing that you don’t want TOO much access to. It ends up being stripped of anything special. Reaper needs to be release of this chill stigma and five them something more than just chill gimmicks that get ruined by massive condi removal.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Chronomancer is disgusting

in PvP

Posted by: ronpierce.2760

ronpierce.2760

all the chrono haters, just learn to interrupt the F5.
its more L2P than an OP issue.

GW2 players obviously don’t want to learn anything, though.

Including Elemntalists and Mesmers, why try harder when you can just have it easy, am I right?

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

could Reaper use better damage reduction?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Bhawb, another Necromancer and I were discussing similar, felt like we were getting tanked rather hard. I think its a problem with builds though. For instance, Spite, Curses and Soul reaping has so much amazing synergy, and taking Reaper totally breaks that synergy without substituting much. They built reaper to be this chill master, and everything they have reflects it, then their chill is absolute garbage because of best-case-scenario balancing.

You essentially can’t run without Soul Reaping, it’s too mandatory. You don’t have amazing utility choices, and signets are significantly less effective without both curses and spite working together. Overall, it just feels like an incomplete package, leaving Reapers pretty pointless. They look neat, but they serve close to no actual purpose in PvP. Reaper Shroud 2 is terrible to use, RS3 fear resets the cooldown on the stability and isn’t instant and ranged, RS4 isnt bad, but RS 5 is slow and misses way too much.

Frankly, you spend a lot of time trying to keep up on people, and if you get focused you’re pretty likely to drop. GS and Shouts aren’t worth mentioning, really, at this stage. So that’s my feels. Has potential, needs lots of work. The game is too kitten fast paced for this slow stuff they keep pushing on Necromancers…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Chrono not OP

in PvP

Posted by: ronpierce.2760

ronpierce.2760

If you have to make a thread to say it, chances are…

Also, Slow can die in a fire.

Guess that applies to the avalanche of people who make threads just to whine about mesmers, right?

At this point I’d say we’re just wasting our breath. People won’t be happy until mesmers is nerfed back to at least pre-patch standings, while at the same time they want to keep all the changes their class got.

Exactly. All these pvp veterans are not used to Mesmers being strong, but it is perfectly ok for Ele to be strong for so long.

Uh, no. There’s no such thing as “one OP” thing. There can be several OP things about several classes and several weak things about the same classes. Ele and Mesmer are both still over-performing, that much shouldn’t be deniable. No one got better because of the patch but suddenly can walk all over everyone. Granted meanders were held in the dark for a long time because of thieves, it’s no excuse to let them run with broken things.

No one is saying there aren’t other issues all around, but what affects the most people is when a certain build (namely ones for Ele and Mesmer) makes such an impact and is so noticeably overtuned that it makes playing the game unenjoyable when you cross them.

I’ll just say, you guys are witnessing what it’s like to be on the other side of the fence of the “Turret Engineer” debate. Sometimes it’s just not fun to deal with the crap after a while.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Necromancer staff vs Revenant hammer

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

To be honest, staff has lost apt of its utility over the years. It could use a bit back, frankly. But it’s not quite correct to compare it to Revenant hammer which has its own issues right now, which mostly has to do with being slow has heck.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Chrono not OP

in PvP

Posted by: ronpierce.2760

ronpierce.2760

If you have to make a thread to say it, chances are…

Also, Slow can die in a fire.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Chronomancer is disgusting

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Chronomancer’s actually in a good spot at the moment. It’s fairly balanced compared to other Mesmer specs, but it does have more room for skilled play with well timed Continuum Splits.

Chronomancer is not okay rofl… Even every Chronomancer I’ve met will agree… Even on their own forums they agree.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

A Plea for Death's Charge

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

This skill is going to straight make me mad. It can’t even be properly used as a gap closer because it’s so hard to control against moving targets, and you RARELY get the blind benefit.

Seriously, this charge needs to home a bit better and be allowed to land early, as it stands, this skill is useful for like… starting a fight and that’s basically it…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

A Plea for Death's Charge

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Whatever you do, don’t use it with slow on you incombat or you will find yourself ending up a mile away.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Reaper Greatsword is BAD :/

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Reaper Shroud sounds like it is good enough to release. I hope to test it before the beta weekend ends.

I expected GS to come out slow and weak because of the cleaves and hope shouts offer some real team utility.

If I’m honest, Repaer shroud feels slow and clunky right now… Plus reaper traits are hardly worth giving up for losing any of Curses, Spite or Soul Reaping… It doesn’t pack the defense it needs for a front-line or even general melee spec and gets avoided like its nothing. Not a fan…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Big announcement regarding PvP during WTS

in PvP

Posted by: ronpierce.2760

ronpierce.2760

2v2 / 3v3? If only… :/

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Toughness Scaling Problem?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

OP needs a math lesson.

Yes, the damage reduction from Toughness decreases with each successive stat point i.e. it has diminishing returns. However, the increase in time-to-die is linear. Each successive point of Toughness will increase how much total damage it takes to kill you by the same amount.

Using the formulas:

Damage = (weapon * power * coeff ) / Toughness
TimeToDie = HitPoints / Damage

If weapon, power, and coeff are constant, then only toughness is variable and increases as:

Damage = 1 / Toughness

Plug that into the other equation and you get:

TimeToDie = HitPoints / (1 / Toughness) = Hitpoints * Toughness

That’s a linear increase.

The math can be extended in terms of Feeocity, precision (which is something I didn’t feel like delving into the math for),

Well if you extend the math in terms of Ferosity and precision, shouldnt you also include stats like vitality and healing power (which will actually make the math ugly because its effectiveness depends on the skills you take etc.). After all those states also would increase the TimetoDie. Also keep in mind to keep the calculation fair we would have to assume that the sum of every stat distribution is equal (which in reality isnt, compare cele vs zerker etc.)

I think if we include every relevant stat the math becomes ugly rather quickly…

The difference between defensive stats and offensive ones is how they work together. Healing power and vitality, for example have additive benefits together where power, precision and Ferocity multiply together.

Healing power and vitality are NOT additive to toughness. The amount of effective HP you get per point of vitality increases as you increase your toughness. To use a simple example, if one guy takes 50 damage per hit, then gaining +100 hp would let him take two more hits. If another guy with higher toughness only takes 5 damage per hit, then gaining that exact same amount of HP would let him take 20 more hits. The same rationale applies to healing power.

Precision also isn’t really a bonus. It’s more accurate to think of precision as a limitation on ferocity. Ferocity affects your crit damage, and precision determines how frequently you crit. In other words, precision determines how frequently your damage is multiplied by your ferocity. The highest you can go is 100% crit chance, meaning that your ferocity applies with every attack. Going any higher than 100% crit chance doesn’t increase your damage.

You’re trying to explain the low time-to-kill in this game through math, but you’re focusing on the wrong variables. You should instead be looking at either the damage/healing coefficients on skills, the stat distribution on amulets, or the ratio at which points of precision are converted into additional crit chance, or ferocity to crit damage.

I said together, not to toughness. Each Power-based stat benefits the other, much more than defensive stats do. Regardless, the proof is in the game. 3600 toughness 19000 HP, you can still die in about 3-4 seconds given a properly set up burst. Going for damage (specifically burst) is far superior than alternative methods, except for cases where the base-build cannot survive long enough to support playing Burst. Burst damage being so high (which may be the bigger issue than toughness, to be completely honest) is causing an issue where defensive stats are less important, and Blocks/Blinds/Evades are greatly increased in value, which don’t scale, and thus are equally potent on high-damage builds. Overall, you will find Burst + secondary defenses greatly outweigh actual defensive stats, where you can not as easily make up for lacking damage through secondary effects, like you can for defenses.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Toughness Scaling Problem?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

OP needs a math lesson.

Yes, the damage reduction from Toughness decreases with each successive stat point i.e. it has diminishing returns. However, the increase in time-to-die is linear. Each successive point of Toughness will increase how much total damage it takes to kill you by the same amount.

Using the formulas:

Damage = (weapon * power * coeff ) / Toughness
TimeToDie = HitPoints / Damage

If weapon, power, and coeff are constant, then only toughness is variable and increases as:

Damage = 1 / Toughness

Plug that into the other equation and you get:

TimeToDie = HitPoints / (1 / Toughness) = Hitpoints * Toughness

That’s a linear increase.

The math can be extended in terms of Feeocity, precision (which is something I didn’t feel like delving into the math for),

Well if you extend the math in terms of Ferosity and precision, shouldnt you also include stats like vitality and healing power (which will actually make the math ugly because its effectiveness depends on the skills you take etc.). After all those states also would increase the TimetoDie. Also keep in mind to keep the calculation fair we would have to assume that the sum of every stat distribution is equal (which in reality isnt, compare cele vs zerker etc.)

I think if we include every relevant stat the math becomes ugly rather quickly…

The difference between defensive stats and offensive ones is how they work together. Healing power and vitality, for example have additive benefits together where power, precision and Ferocity multiply together.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Toughness Scaling Problem?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

OP needs a math lesson.

Yes, the damage reduction from Toughness decreases with each successive stat point i.e. it has diminishing returns. However, the increase in time-to-die is linear. Each successive point of Toughness will increase how much total damage it takes to kill you by the same amount.

Using the formulas:

Damage = (weapon * power * coeff ) / Toughness
TimeToDie = HitPoints / Damage

If weapon, power, and coeff are constant, then only toughness is variable and increases as:

Damage = 1 / Toughness

Plug that into the other equation and you get:

TimeToDie = HitPoints / (1 / Toughness) = Hitpoints * Toughness

That’s a linear increase.

The math can be extended in terms of Feeocity, precision (which is something I didn’t feel like delving into the math for),
That’s true in terms of seconds shaved/added, but also (and I didn’t feel like delving this deep into the math), it doesn’t consider Precision and Ferocity which clearly throws off that 1:1 ratio, and doesn’t take into consideration of value of seconds shaved. For instance, 5 seconds off of a 10 second TTK is more valuable than 5 seconds gained, which goes a bit beyond basic math when taking into consideration reaction time and rebound-ability. Things I touched on in the original topic but didn’t go through the math for. Feel free of you want, but definitely not worth the effort, considering it’s not likely to change anyways.

The Math above only takes into consideration the ratio of benefits of power-thoroughness, but like I said, the benefits get pretty skewed with added benefits to damage.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

About Toughness and Vitality

in Warrior

Posted by: ronpierce.2760

ronpierce.2760

formula is weapon damage x power / armor = hitpoints lost

no DR in gw2 except on loot.

The diminishing returns is a mathematical issue, not something they designed. Read the post I linked, I already did the math to prove and explain exactly why it happens. It has to do with how division works in general.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Gamescom 2015 necro footage

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Desperately needs either a flip-skill or functionality of standard target-leaps, because without a shortstop it will be incredibly hard to make useful in close quarter pvp.

Ronnie <3 I’ll leave this here:

guess necros without leaps can’t know this…

turning up your camera cuts the leap distance. burning speed is 600 range, only if you turn the camera up it is half the distance. that’s how all leaps in the game work.

I understand that this is a thing, but isn’t an intentional behavior and is incredibly annoying to have to mess with the camera angles just to get a move to work how it should. Mechanically, RS2 fills a different role than Warrior GS3 and Burning Speed (lack of evade), this skill would be better representing a more standard leap, especially as it’s finish blast is incredibly needed for melee ranged fighting. Also, unlike the othe two, it has no offensive benefits through its travel unlike the burn field and whirling attacks.

Simply, it just feels like the wrong mechanical leap for what the skill is needed for. I don’t want to flip my camera top-down every 5 seconds just to play reaper properly,

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Impossible odds?

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Problem with fury is that rev has mediocre access to it.. Its no big deal in pve where a team stack fury for you, but in solo settings it will be quite problematic to keep up, and in pvp swapping every 10seconds wont be a optimal way if someone plan to do some combos with utility skills.

Supposedly, he plans to make some other bigger changes to reflect Revenant’s fury specialty. We can only hope and wait and see. The initial changes are a good start, and can be coupled with Pack Runes for decent fury uptime and (post-buff) 50% crit chance with no added precision from armor/amulets, which isn’t bad. Most of the pieces are there, again, we just need a bit better/reliable fury and this could easily be a thing.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

About Toughness and Vitality

in Warrior

Posted by: ronpierce.2760

ronpierce.2760

https://forum-en.gw2archive.eu/forum/game/pvp/Toughness-Scaling-Problem/first#post5315703

Here’s some info you might find useful. On average, anything above about 2800-2900 armor starts to be significantly weaker since power levels rarely exceed 2700 in tpvp.

Simply put, toughness strength depends entirely on your enemy’s power, but each point you have over your enemy’s power is subject to diminishing returns, quickly becoming half as effective per point when you reach high toughness levels near 3500 (which warriors can do), and as such, it’s mostly wasted, hence why Soldiers is a decently popular choice. If you have to pick one or the other, because damage is so high, Vitality is often more useful so you can sustain bursts and win the arms race. The only builds that can go a more sustaining route are classes with a lot of active defenses and boon support.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Gamescom 2015 necro footage

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

the 1s on reaper is the duration for you moving 600 units, not 1s casting and then leaping. the blind happens after 1s so it works similar to ele’s evade frames on burning speed.

Except it’s still not an evade, right?

Not an evade, blocks projectiles. Desperately needs either a flip-skill or functionality of standard target-leaps, because without a shortstop it will be incredibly hard to make useful in close quarter pvp.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Could Robert Gee be more transparent with us

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Thank you for the update, Robert. Seeing that devs still reed the necromancer forum feedback is really reassuring. I am certainly looking forward to the projectile-blocking Death’s Charge.

Just remember that that feature won’t be on the build we’re playing this weekend. Don’t be surprised if you get Point-Blank-Shotted out of Death’s Charge.

The tooltip on the Gamescom stream said it kills projectiles, already.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Gamescom 2015 necro footage

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I don’t understand why gravedigger was nerfed. It already did less DPS than dagger auto attack with 100% cooldown, why give us a clunky second waiting period between? There’s literally nothing you can do with that time.

You can cast half a CttB!

Or any of the shouts. Or Death Spiral. Or Nightfall. Or Grasp of Darkness.

Which wouldn’t really help DPS all that much. It either should line up with the auto attack, so 50% reduction and boost the dmg or just make it 100%. Seems unreasonably clunky.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

we are going to get reflects?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

RS 2 doesnt reflect, it breaks projectiles afaik.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)