Showing Posts For runeblade.7514:

HoT Turret Trait suggestion v2

in Engineer

Posted by: runeblade.7514

runeblade.7514

The purpose is lost with the nerf. Plus, it seems no one wants that.

Reflect bubbles does have the “fortify your position” element.

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Compilation: Specialization rework ideas

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Necro needs more option for support.

Here are my ideas

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Some suggestions for Specailizations

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

Fortified turret

How about turrets last 5 seconds when created and then blow up when duration is finished. Cooldown and damage will be adjusted accordingly.

This will make turrets very WvW and PvE friendly and PvP turrets less passive. Then the reflect bubble would make sense.

More details here

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Moa Mantra

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

vote for invuln 2 sec mantra elite hands down

That is Mass Invi’s role.

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RaO becoming a shouts [MUST]

in Ranger

Posted by: runeblade.7514

runeblade.7514

Point is there is no shout in game with 60+s CD, and they are regular skills, RaO is elite, so it’s expected to be stronger and less CD. 60-75s CD is kind of acceptable, what ever is longer, is not acceptable no longer, since this skill is in category of SHOUT. Definition of shout is to be short and frequent & instantly casted, 10s is more then enough every 60s.

Ranger should not have own source of stability to cover entire fight. Therefore 10sec every 60 sec is more then enough stability to sustain own fights.

I don’t think your definition of shout is correct.

They are not all instant, nor short and frequent.

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specs. and diversity clarification

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

That’s not at all what they showed. They showed that you can only choose 3, one of which you can go 6 deep in, the other two only 5 deep. Nowhere did they say anything about keeping the 5 trait line setup.

False

It is 6 deep in for all 3 traitlines.

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Is HoT Destroying Build Diversity?

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

Diversity isn’t quite the right word for describing potential outcomes.

You wouldn’t look at the room full of White guys and say it was a Racially Diverse group of people. Even if the group could have been otherwise – you still don’t call it Diverse until it actually is.

Semantics aside,
I think taking the technical approach here is a bit academic. It downplays the human element, and that feels a bit like talking-around-the-point on something so user-input-dependant as Making Choices. I think it’s good to try and be objective, but be objective about people’s subjective responses – not systemic technicalities that have little real world application.

Less like Permutation, More like Statistics.

Statistics won’t mean much. Most players don’t have optimal builds at all.

Yes this patch will drastically cut diversity. Most people won’t care though because they increased power.

The main focus of the change is simplification, mostly for players. As far as balancing, yeah you have less variables, but now each variable is more important.

So you’re telling me that most people don’t like it when they can play with 196,830 combination?

Sure it went from 66 million to 200 thousands, but 200 thousand combination is still a lot.

Has anyone tried more than 200 thousand different traits?

66,713,226 different possible trait combinations with the current system
196,830 different combinations with the new system

https://docs.google.com/spreadsheets/d/1H9KAc7ghxmrxsq0bkWNALddKMkETmdQ1dW-eS7Xa8Hc/edit?usp=sharing

The math.

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(Delete ->Thick Skin) (Move->Dogged March)

in Warrior

Posted by: runeblade.7514

runeblade.7514

I say no because it is way too OP and warriors don’t need Dogged March all that much.

It is strong, but not necessary for warriors to be viable. If I brought a shield, I would take shield mastery over dogged march any day.

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[suggestion] Let's fix Beastmastery

in Ranger

Posted by: runeblade.7514

runeblade.7514

I don’t think Rending Strikes is a “weaker Sharpened Edges”.

  • Sharpened Edges is not 100% chance on crit … Rending Strikes is.
  • Rending Strikes is pet only (probably why some say it’s the weaker version).
  • Rending Strikes can be taken with Sharpened Edges … allowing your high precision pets (birds/felines) to apply 2 bleeds per crit … and those pets have quick attack rates … including attacks that hit multiple times.

This last point is the one I think people should be focusing on with these two.

I don’t really care. Rending Strikes is a wasted trait.

I don’t like “Your pet does this” trait. I want to see more synergy like sharpening stone is.

If there is a elite specialization called the Beastmaster, then the “Your pet does this…” traits can exist because I won’t take use that specialization.

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Making Spirit Weapons Viable

in Guardian

Posted by: runeblade.7514

runeblade.7514

My suggestion:

  • Give SW complete immunity again.
  • SW gets very short leash range. It can’t go away farther than melee range.
  • SW flip over skill will allow the SW to attack from a far and then runs back to the guardian.
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Making Spirit Weapons Viable

in Guardian

Posted by: runeblade.7514

runeblade.7514

That’s how I’d do it. I mean, shield is the only good spirit weapon, I wonder why? wouldn’t it make sense to have the others work similarly?

Shield isn’t really a good spirit weapon. Its only use is for 20 seconds reflect which is mostly for the golem boss at every CoE path.

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HoT Turret Trait suggestion v2

in Engineer

Posted by: runeblade.7514

runeblade.7514

Most people don’t like the current state of turrets. So, I’ll just bend it.

For this turret suggestion, turrets now have short duration and then it blows up. They are more like spells/skill than an AI companion. Think of like Mesmer’s Phantasm but instead, after the first attack, it will shatters itself.

After, the engineer drops a turret, the turret will use its activated skill. For example, Healing Turret will now use Cleansing Burst, Rifle turret will now use a buffed up version of Automatic Fire, Net turret uses Net shot, Thumper turret will thump or cripple, Rocket turret will send out multiple rockets in an AoE. After 5 seconds, the turret will automatically blow up and knock enemies back. Engineers can still knock back early if he chooses to.

  • Turrets will be invulnerable since it has a very short duration(5 seconds). Cooldowns may be adjusted to balance it.
  • Requires a target to drop it like how a mesmer requires a target for illusion. Otherwise turret can’t hit anything.
  • Autotool installation/Metal plating/Rifle turret barrel/deployable turret gets deleted.
  • Revised trait: Fortified turret- Summoning turrets will reflect projectile. Also, turrets will last 1 second longer(to use a second attack). Increase knockback range from turrets.

Why?

  • Way less ‘cancerous’ than the afk turret build. Way more active than afk turret build.
  • More PvE and WvW friendly than before. Both of them can drop it, watch the turret do damage, watch it blow itself up and then move on to do the same on other players/mobs.
  • Still possible to keep a full turret build that isn’t the afk turret build because turrets gives tons of reflect and knockbacks.
  • Turrets no longer has to be removed from the game.

tl;dr Don’t ask to remove turrets without reading this first.

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[Report] PvP Forum Specialist Report

in Elementalist

Posted by: runeblade.7514

runeblade.7514

Idea for Conjure weapons

Completely overhaul it.

Instead, when you press Conjure skills, it automatically uses the skill and then drop a single conjure weapon. When an ally picks it up, there will only be one skill and it will consume only one charge. That means, if the ally uses the only one skill on the bar, the conjure weapons will break.

Conjure Fire Axe- Uses Explosive Lava axe
Conjure Ice Bow- uses Deep Freeze or Ice storm.
Conjure Lightning Hammer- uses Static Field or lightning storm.
Conjure Earth Shield- Uses Fortify.
Fiery GS- Uses Fiery Rush Which the leap distance would be buffed.

Traits- Conjurer: Gain a Fire Aura for 5s when an ally picks up a conjurer weapon or you use a signet; there will be an Altar for Conjure weapons dropped on the ground that would last 20 seconds. Infinite amount of allies can pick up a conjure weapon from that.

However, the activated skills have a long cooldown(60 secs). So the same ally or you cannot pick it up and then use Explosive Lava axe again. But if five allies uses it, it will bring powerful effects. Most people use conjure weapons for one skill only and then they drop it.

For PvE, this would bring a Conjure ele playstyle depending on if the damage is good. Five players using Ice storm/Lightning Storm + Lava axe + Fiery gs leap. Five party members uses it and then do devastating damage. In PvP, a ele could drop a earth shield to keep a friend alive.

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Remove quickness penalities

in PvP

Posted by: runeblade.7514

runeblade.7514

I can only partially agree because of how weak boon hate is to boon generation especially in AoE.

The classes with the quickness penalities usually don’t have as much boons.

I will not used solo encounters as an example to balance and again AoE cleansing/boon is significantly stronger than their counterparts but I still kind of agree. Engi and thief can maintain good boons on them that’s on top of my head who else??

Thief have less boons than warriors if you discount that niche etcoplasm that you can only get on mesmer.

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HoT Turret Trait suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

Or we could bandaid further by replacing turrets entirely with their overcharge.

Rocket launcher, healing bomb, smoke pellets.

And then change traits accordingly. Meaning fortified turrets becomes fortify etc.

No ai, that means they cant complain about that atleast. And then we could actually crit with them.

Or what about making them traps?

Rocket trap calls down a rocket when triggered, seismic trap launches etc.

ANet worked really kitten fixing turret bugs. I don’t really want them to throw all that hard work away because some people complained too much.

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[suggestion] Let's fix Beastmastery

in Ranger

Posted by: runeblade.7514

runeblade.7514

Rending Attacks
Pets deal more damage on critical hits and inflict bleeding when they critically hit with their basic attack.
Ferocity +450
1x Bleeding 6s

No. It should be removed because Sharpening Stone does this.

Companion’s Might
Your critical hits grant might to your pet.
1x Might: 5s

It should’ve been “you and your pets.”

Blood Scent
Your pet reveals stealthed targets in an area when executing a command [F2] ability. (ICD 15s)
Radius: 900

It is too niche to be its own trait. No.

Natural Healing
While in combat, you and your pet have passive health regeneration and increased healing power.
Your pet heals allies in an area when executing a command [F2] ability (ICD 20s).
Health Regeneration: +125 (affected by healing power)
Healing Power: +350
F2 Healing: 1518 (affected by healing power)

No to being it on a gm trait. I want to use this with Beastly warden.

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[suggestion] Let's fix Beastmastery

in Ranger

Posted by: runeblade.7514

runeblade.7514

I like the adept traits and the your version of Beastly Warden.

I don’t like anything else though. I really want ANet to implement the Beastly warden version.

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RaO becoming a shouts [MUST]

in Ranger

Posted by: runeblade.7514

runeblade.7514

I say no so it stays in line with the other transform skills.

Imagine Lich form being used every 60 seconds.

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Warhorn & Windborne Notes Trait

in Ranger

Posted by: runeblade.7514

runeblade.7514

Is warhorn meant to be a supporty weapon? If so, why are we attacking with birds.

Adding regen to wh 5 makes it more supporty, and while its not as good as a condi remove/conversion it is an improvement. I think gutting warhorn 4 as it stands currently and giving us aoe resistance. Ranger is not the strongest at sharing boons with team mates and while the new traits make us better we arent able to share some of the strongest ones for a team, like protection or stability. So give us resistance on warhorn. 5 targets. Short duration. Just enough that when timed right your team has a nice little advantage. I think that’d be fun and unique.

Warhorn is a weird weapon.

Hunter’s call is purely damage only. Yet its disgustingly bad. Especially for its cooldown.
Call of the wild is the only support part of the skill. Yet its mediocre. Especially for its cooldown.

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Moa Mantra

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

Moa doesn’t make sense as a mantra. Maybe a new specialization could have a new mantra.

I definitely do not want to Moa to have 2 cast when they have 10 second transform.

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Is HoT Destroying Build Diversity?

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

Okay, NOW it should be good.

6/4/2/2 yields the most results with 19,627,920 different combinations
3/3/3/3/2 yields the least results with 7,776 different combinations
66,713,226 different possible trait combinations with the current system
196,830 different combinations with the new system
99.7049% reduction in trait combination by switching to the new system.

https://docs.google.com/spreadsheets/d/1H9KAc7ghxmrxsq0bkWNALddKMkETmdQ1dW-eS7Xa8Hc/edit?usp=sharing

Yet only 39 viable pvp builds.

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HoT Turret Trait suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

Honestly, shut up.
No one likes turret engis. Suggest changes that will give it active play please.

Like this?

Fortified turret is different. It is based around creating and exploding your turret for strong reflects and strong knockbacks. I loved how this build was played until the knockback was there. In the stream, fortified turret and metal plating just didn’t feel right together. After all, engineers only get reflect shields when turret is created. The engineer shouldn’t care about a 33% decrease if the turret is going to blow up before it gets killed.
Fortify turret still remain a viable option for those wanting to going into Inventions as a non-turret build because of healing turret. The reflect and knockback will give Non-turret engi strong survivability. Even if it says turret in the name, you don’t have to bring any utility turrets.

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Dark Path Change [Suggestion]

in Necromancer

Posted by: runeblade.7514

runeblade.7514

I like this idea, and I dislike this idea.

The idea of a ghost chasing down the enemy sounds fun. But it doesn’t seem very necro-y.

Maybe in our elite specialization, Dark Path can turn into that. Something like a Spectre specialization. When I think of ghosts, I think of spirit things chasing me at high speed. That would work better than on a necro.

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HoT Turret Trait suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

Two Grandmaster traits

  • Fortified Turret- Turrets gains a reflective shield and knockback when detonated. Knockback is buffed to its original state.
  • Rifle barrel Turret- Turrets gain 1500 range, hit 50% faster, takes 33% less damage and is ground-targeted.
  • Baseline- Experimental turrets, auto tool installation.

Rifle barrel turret trait is your standard passive turret build. Nothing new. The reason it still there because that is the spirit of a turret build.

Fortified turret is different. It is based around creating and exploding your turret for strong reflects and strong knockbacks. I loved how this build was played until the knockback was there. In the stream, fortified turret and metal plating just didn’t feel right together. After all, engineers only get reflect shields when turret is created. The engineer shouldn’t care about a 33% decrease if the turret is going to blow up before it gets killed.

Fortify turret still remain a viable option for those wanting to going into Inventions as a non-turret build because of healing turret. The reflect and knockback will give Non-turret engi strong survivability. Even if it says turret in the name, you don’t have to bring any utility turrets.

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[Report] PvP Forum Specialist Report

in Elementalist

Posted by: runeblade.7514

runeblade.7514

There is no reason why the class with the lowest HP, armor should need ON hit trait.
Mesmer have their clones.
Thieves have their stealth
Elementalist currently have nothing except aura on a long CD and in theory boons. This means elemental attunement should be slightly weaken but class baseline just like what mesmer currently have. Aura traits should reduce the CD for auras significantly and add more weapons to gain aura.

The effects of signets and gylph should be improve they currently do not provide any significant benefits for cantrip.

Fire and air trait line should be improve.

For lulz why not improve the projectile speed for the elementalist staff and reduce CD for all skills. Thanks to Stronghold, staff ele might finally have a chance.

Most of the new traits only seem beneficial to playing d/d and not staff or scepter.

I think Ele should have on hit traits, but on the Earth Magic tree. That line is made for defense and tankiness.

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Warhorn & Windborne Notes Trait

in Ranger

Posted by: runeblade.7514

runeblade.7514

Hunter’s call should be a ground targeted AoE.

There would be birds flying around in a circle, and whoever enters through it will get attacked by birds.

The AoE range should be as big as Meteor storm/Barrage/Combustion shot.

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[Report] PvP Forum Specialist Report

in Necromancer

Posted by: runeblade.7514

runeblade.7514

It seems Gates has left us to go to the ele subforum.

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Rework to Diamond Skin

in Elementalist

Posted by: runeblade.7514

runeblade.7514

2nd Suggestion: Condition duration is reduced by 66% while attuned to earth

3rd Suggestion: Apply 2 and 1/2s of resistance boon when you swap to earth

I like these suggestions. It is so simple.

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[Report] PvP Forum Specialist Report

in Elementalist

Posted by: runeblade.7514

runeblade.7514

Powerful Aura should also include giving aura whenever you switch attunement.

Because the traits that grants aura, tempest defense and frost aura, requires being hit which isn’t what support ele should be about. It is also passive and I can’t control when I get an aura.

If I can get an aura whenever I switch attunements, I feel that aurashare will be much more competitive.

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Specializations - more customization to stats

in PvP

Posted by: runeblade.7514

runeblade.7514

ANet should bring back stat allocation from traditional RPG.

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Mid Air Turrets still exploitable

in PvP

Posted by: runeblade.7514

runeblade.7514

There are no melee classes.

Everyone has ranged weapons.

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[Grenade Kit/Mortar] Post Feedback Here!

in PvP

Posted by: runeblade.7514

runeblade.7514

I like it.

1500 grenade range doesn’t mean anything if it doesn’t hit. I spend most of my time in melee range because that is the only way I can hit anything.

the thing is… some players can hit things further than 900 range away with grenades (myself included). it’s a big nerf if you could actually aim them. like a huge nerf.

Aiming at moving players, that depends on luck mostly. Aiming at stationary players don’t take much skill.

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(edited by runeblade.7514)

Is HoT Destroying Build Diversity?

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

Potential build diversity does not equal actual build diversity. Right now there a lot of builds you could run, but those build are not viable and so wont be played. By restricting our choice it makes it easier for Anet to balance traits. Hopefully this will mean that their is more viable builds, and thus more actual diversity.

When you take a massive hammer to potential diversity, you end up taking out a lot of viable options in the process. The question that remains is whether or not they can actually make up for that loss and have some gain on top of it, in a much more strictly limited system.

In my opinion, they are trying too much at once. It’s a massive over reaction. I think it would be best to keep the trait mergers/changes, but hold off on the other restrictions.

Then post what has been stamped out in here

so that ANet knows what will be removed from the game. They can then figure out what can be fixed.

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ANet doesn't want us fearing zergs off cliffs

in Necromancer

Posted by: runeblade.7514

runeblade.7514

ANet does want that.

If they didn’t, they would never add places to fall through.

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[Report] PvP Forum Specialist Report

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Parasitic Contagion should merge with Lingering Curse instead.

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Beserker's Power + Physical Training

in Warrior

Posted by: runeblade.7514

runeblade.7514

I think that the people who brings physical skills are the ones that bring distracting strike instead.

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Finally, turret engi has been fixed

in PvP

Posted by: runeblade.7514

runeblade.7514

It took so much time to fix this broken and braindead AI build… It was about frekin time.

I cant believe people actually tried to defend this garbage? Who would defend such a kittened build beside from the people who abuse it themselves?

Anyway im glad its gone. Solo Q wont be hell anymore.

brain dead people with lame arguments like “learn to adapt”, “learn to rotate”, “this is not a balance issue, its a l2p issue” and “if you are a thief and see a turret engi, use the go away tactic on him”

Usually because it actually works.

If you see a thief, most of the time the go away tactics doesn’t work.

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Finally, turret engi has been fixed

in PvP

Posted by: runeblade.7514

runeblade.7514

Fixed usually means that it was broken and they repaired it. Fixed doesn’t mean destroy it.

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[Report] PvP Forum Specialist Report

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Path of corruption/Terror – Swapping these traits has removed any build diversity for condition builds in pvp. Consider making reapers precision a viable alternative to path of corruption.

I would rather just merge Lingering curse with Parastic contagion. Two great condi trait. One is more defensive, the other is more offensive.

Soul Comprehension – Effect is almost non-existent, remove or rework trait.

No. It is in the theme of necro and I like this trait.

Beyond the Veil – Grant protection to allies as well as minions.

I like this.

Deadly Strength – Trait does not encourage thoughtful or meaningful trait allocation. Remove or rework.

No comment.

Unholy Sanctuary – Direct copy of Backpack Regenerator which is a master Engineer trait. Consider moving this to master to open up for a new grandmaster trait.

I disagree. I can see some potential in a gm trait. It could use a buffing.

Bloodthirst – Effects are almost non-existent, remove or rework trait.

Yeah, this should be baseline. It is uninteresting.

Unholy Martyr – Consider drawing all conditions from allies when shifting into Death Shroud rather than just 1 every 3 seconds as long as you are in Death Shroud.

That would kill my necro instantly before I could get consume condi up. Instead, it should draw one condition from every five allies.

Deathly Invigoration – Consider granting Vigor (and Swiftness?) to allies when leaving Death Shroud. In its current form it is only a minor trait.

No. It should be resistance.

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

I can live with that.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Is HoT Destroying Build Diversity?

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

and other things that goes well with the ice cream. Because any cook knows it is silly to include trash ingredients into an ice cream.

The great thing about your metaphor is that, by your own logic, ArenaNet happens to be the silly cook who included trash ingredients into an ice cream – they are the ones who designed the old traits you are now comparing to rotten meat.

What makes you think that ArenaNet isn’t going to remove most choices and just give you a “banana plus ice cream” and a “banana plus rotten meat” menu?

The new specialization would be:

Banana plus ice cream, Cherry plus ice cream, or Nutella icecream. Three different ice cream taste. None of that banana plus rotten meat.

Again, what makes so sure there’s no more banana plus rotten meat? ArenaNet were the ones who added the rotten meat in the first place, were they not? I wouldn’t be surprised if the new specializations became:

Banana plus rotten ice cream, Liver plus ice cream, or Meat ice cream. Three different ice cream tastes. None of that banana plus nutella ice cream.

A trait has to compete against the other two traits. It doesn’t have to compete against 9 other traits on the same line.

If it sucks, then it is quite easy to make it better instead of nerfing the other trait.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Burst mastery/Burst precision - Merged

in Warrior

Posted by: runeblade.7514

runeblade.7514

Metabattle is built around popular opinion. I also never mentioned anything about whether it was “good” or not (we haven’t even defined what good means). All I said was it has a build defining use.

But please, continue to complain. Considering your other posts and signature, I wonder if you’re ever happy at all.

And merging the traits will still keep that same build-defining use.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Fire Aura rework idea and One with Fire

in Elementalist

Posted by: runeblade.7514

runeblade.7514

Change fire aura to burn attackers and remove a condition when you are hit.
Change “One with Fire” to Fire Auras you apply grant 1 stack of might every 2 seconds (on activation and every 2 secs after that). Increase the duration of fire auras by 33%.

That is really OP.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

IT IS TIME: Bring Back RTL

in Elementalist

Posted by: runeblade.7514

runeblade.7514

It can’t be back a rush with 1200 range is too much (oh wait, warrior gs?)

Would be nice if Warriors had 10 more weapon skills.

Would be nice if all extra skills ele have were useful.
Would be nice if all extra skills ele have were had cooldowns low enough to be even comparable with other classes skills.
Would be nice if all extra skills that actually can do damage didn’t require other long cd skill setup to hit.

Would be nice if warriors didn’t need extra dodge rolls to dodge all the extra useful ele skills.
Would be nice that if I could spam my 2/3/4/5 skills for days without touching the autoattack.
Would be nice if other players couldn’t dodge so that I can make use of the 2/3/4/5/f1 skills.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Spiked Armour as a minor trait? OP

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

It was already a great trait for PvP/WvW and I used it all the time, but now I get free Rousing Resillience to make me even more OP.

Its totally not like Rangers get baseline 1500[2000~] range longbow with free Read the Wind or anything either. Both being effects that were tied to traits that every single power Ranger took. And this doesnt even require investment due to it being baseline. 50% uptime on Retal doesn’t even come close to that.

Read the wind is a bad trait because it is the backbone of longbow traits. You can’t hit anything using a longbow without that trait. You can’t be a viable Power Longbow ranger without it. I’m okay with 1500 range requiring a trait instead of being baseline.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Remove quickness penalities

in PvP

Posted by: runeblade.7514

runeblade.7514

I can only partially agree because of how weak boon hate is to boon generation especially in AoE.

The classes with the quickness penalities usually don’t have as much boons.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Build : Remorseless Greatsword

in Ranger

Posted by: runeblade.7514

runeblade.7514

@runeblade:
I don’t imagine this build being a “Zerk” build as the Precision is largely unnecessary given the large availability of auto-crits. Instead, replace that Precision with Toughness … or healing / vitality … or some mix.

I didn’t touch on Sigils, but Heimskarl brought up another good point … with Intelligence Sigils you can get even more auto-crits.

GS trait is largely dependent on Precision. Even with auto-crits, there is is an RNG chance that GS trait will grant fury.

I would rather get out of the Beastmaster line and go straight in Skirmishing just to get Quickdraw if I am going to go no precision. Plus with tail wind, I can get more auto-crits and it is synergetic with sigil of intel.

Stats are taken out from the trait line bro.

Your point?

You said you go for Skirmish Line for “more precision”. But you don’t get any extra precision from that trait line now. Where’s the “more precision”?

No I didn’t. Where did I say "go for Skirmish Line for “more precision”." I said go for skirmishing line for quick draw.

Greatsword training trait requires precision. Guess what, Greatsword Training is in Beastmaster line.

Since OP doesn’t want precision for consistent fury so that he can wear Valk gear(Power/tough/fero), Greatsword training trait is useless. The entire beastmaster line isn’t all that great anymore. So go for skirmishing line for quick draw.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Build : Remorseless Greatsword

in Ranger

Posted by: runeblade.7514

runeblade.7514

I don’t see how “Greatsword is largely dependent on precision”. I disagree … especially since I’ve very successfully run a full Cleric Greatsword / Sword+Dagger build in PvP on multiple occasions over the years.

Because Remorseless refreshes Opening Strike on fury. Precise strike grants 100% crits with opening strikes. Greatsword give has 50% to grant fury on crits, you’re gonna need precision if you want consistent fury and Opening strikes from GS.

Your cleric GS and S/D build is irrelevant to this build discussion since they are both fundamentally different.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Build : Remorseless Greatsword

in Ranger

Posted by: runeblade.7514

runeblade.7514

@runeblade:
I don’t imagine this build being a “Zerk” build as the Precision is largely unnecessary given the large availability of auto-crits. Instead, replace that Precision with Toughness … or healing / vitality … or some mix.

I didn’t touch on Sigils, but Heimskarl brought up another good point … with Intelligence Sigils you can get even more auto-crits.

GS trait is largely dependent on Precision. Even with auto-crits, there is is an RNG chance that GS trait will grant fury.

I would rather get out of the Beastmaster line and go straight in Skirmishing just to get Quickdraw if I am going to go no precision. Plus with tail wind, I can get more auto-crits and it is synergetic with sigil of intel.

Stats are taken out from the trait line bro.

Your point?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Build : Remorseless Greatsword

in Ranger

Posted by: runeblade.7514

runeblade.7514

@runeblade:
I don’t imagine this build being a “Zerk” build as the Precision is largely unnecessary given the large availability of auto-crits. Instead, replace that Precision with Toughness … or healing / vitality … or some mix.

I didn’t touch on Sigils, but Heimskarl brought up another good point … with Intelligence Sigils you can get even more auto-crits.

GS trait is largely dependent on Precision. Even with auto-crits, there is is an RNG chance that GS trait will grant fury.

I would rather get out of the Beastmaster line and go straight in Skirmishing just to get Quickdraw if I am going to go no precision. Plus with tail wind, I can get more auto-crits and it is synergetic with sigil of intel.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

(edited by runeblade.7514)

Spiked Armour as a minor trait? OP

in Guild Wars 2: Heart of Thorns

Posted by: runeblade.7514

runeblade.7514

Cleansing Ire should have been a minor trait.

The other two master traits will never be able to compete with Cleansing Ire unless there is a massive power creep.

It’s too strong to be a minor trait. But I agree, Cull the Weak is gonna need a buff to be competitive, Last Stand can be good (if you go for a different condi cleanse route, and it seems wars are getting a bit better there, Resistance on Healing Sig and increasing Mending via traits, for example), but they said they were thinking about removing the vigor, which may make it not as useful to take.

Except Cleansing Ire is the backbone of all warrior pvp builds. It is impossible to make a viable pvp build that doesn’t have cleansing Ire. The two master trait isn’t going to need just a buff. It needs to be overpowered to compensate the loss of cleansing Ire. Cull the Weak: 75% hp threshold for weakness application + 50% more damage when enemy has weakness. 20 second cd on Last stand. Of course, ANet can just ignore it and let CtW and Last stand be useless forever. ANet could remove Cleansing Ire and then watch Warriors fall out of PvP existence.

If you got one viable pvp build that doesn’t use cleansing Ire, submit it to metabattle to get it peer-reviewed. If it turns out to be good tier and higher, I will be wrong and you will be correct.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant