Showing Posts For runeblade.7514:

Umm is it "Elder Dragon" or "Elder dragons"?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Think about this:

We just spent too much resources on the Orr Invasion. We can’t just pack up and just leave to fight another fight. The soldiers need to recover, they need to see their family and friends back home. They need to take a rest while Pact researchers build up new technology, Durmand Priory research on better ways to defeat the dragons and killing remnants that still plague Orr.

If we go on the offensive too early, the dragons will strike back while we are not prepared defensively. In Edge of Destiny, Eir Stegalkin fought the Dragonspawn but they failed. As a result, Hoelbrak was in turmoil. The pact can’t risk a rushed war while the Dragons don’t care.

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Fury Smash- GS burst

in Warrior

Posted by: runeblade.7514

runeblade.7514

Fury smash- Smash your blade to the ground to damage nearby foes and grant fury to you and nearby allies. (Same animation as Symbol of Wrath.)

Since it grants fury to nearby allies regardless if it hits or not, it helps with cleansing Ire since blind won’t hinder you.

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Stomp while in Deathshroud

in Necromancer

Posted by: runeblade.7514

runeblade.7514

http://wiki.guildwars2.com/wiki/Foot_in_the_Grave

What is the point of this trait if we can’t stomp while in DS?

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Xsorus's Redesigned Ranger Traits

in Ranger

Posted by: runeblade.7514

runeblade.7514

I dislike the grandmaster Marksmanship line.

Remoreless should give 20% more damage with Longbow. Thus making Longbow the Power weapon.

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Longbow should be given the highest dps

in Ranger

Posted by: runeblade.7514

runeblade.7514

Now please try again politely or check the door.

There needs to be a rule to read before whining.

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Why is Dhuumfire OP?

in Necromancer

Posted by: runeblade.7514

runeblade.7514

It isn’t hard to apply conditions on them while they are feared.

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Why is Dhuumfire OP?

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Engineer has the same trait in the Adept line and no one is crying OP over it.

Yet I see necros crying that Dhuumfire is OP in the Terror build.

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Only 332,512,036 dungeons to go

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

It will take approximately 124 years if you do CoF p1 over and over again without breaks, eating, or sleeping to complete this.

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Longbow should be given the highest dps

in Ranger

Posted by: runeblade.7514

runeblade.7514

Every class does more damage in melee than at range so it won’t be changed for Rangers. You keep saying due to the problem of LB arrows missing it should do more damage but you should be asking is fixing LB issues not increasing its damage.

No one said that Rangers can’t be unique. Ranger’s Longbow can be the only range weapon that has a higher dps than the ranger’s mh sword dps.

Even if Ranger LB clunkyness is fixed, it won’t make LB any better. LB has tons of issues, it has zero survivability skills(Shortbow has daze, evade, and cripple. MH Sword has two evades. GS has 1200 leap and block to disengage.). It is incredibly easy for the enemy to get inside 1200 range and making LB irrelevant. All of them does more damage than LB.

If LB gets issues fixed enough to be on par with the rest of the weapon set without increasing damage, then LB has to be buffed where it gets all these kinds of survivability skills. I don’t like that. It isn’t the LB role.

The LB role is to be damage support from afar. They assist by sniping enemies. That is why there is Hunter shot and rapid fire. On the otherhand, an enemy that gets in close will slaughter the LB ranger easily.

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Please turn down the ambient chatter

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Seize the moment

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Longbow should be given the highest dps

in Ranger

Posted by: runeblade.7514

runeblade.7514

What moves punish range players that doesn’t punish melee?

Just walking up to the longbow ranger’s face punishes the ranger really badly. After that, the enemy has to strafe the longbow ranger and the longbow ranger does 0 dps due to clunky attacks. Longbow has zero reliable survivability skill on its own.

Shortbow has instant cast Daze/stun, cripple and evade.
MH sword has two evades.
Longbow has a clunky knockback and a easily avoided cripple field.

You are basically asking for a weapon to do melee dps at range and then having the option to do melee dps with a melee weapon at a push of a button.

I am asking a weapon that does melee dps at range. I did not say anything about Longbow getting a melee dps at melee.

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Objective Skyhammer Feedback Goes Here

in PvP

Posted by: runeblade.7514

runeblade.7514

I would like jump pads to shoot the player up higher. Enough to deal minimal fall damage.

This way, it will be easier to get onto the platform and also makes fall traits useful.

A bunch of zerg after me? Jump on the jumppad and stomp them away.

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Longbow should be given the highest dps

in Ranger

Posted by: runeblade.7514

runeblade.7514

I find it easier to melee than to stay at 1200+ range and have arrows actually hit.

Longbow has slow arrows against moving enemies, obstruction, terrible maneuverability and adds zero to survivability. On top of that, in order to do max dps, you need to be in 1200+ range. At 1200+ range, you are not able to buff other teammates or receive their buffs.

I suggest that Longbow at max range deals a higher dps than MH sword. With this, Longbow will be more balanced that way. After all, MH sword has tons of maneuverability and survivability.

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Origin of Dwarves turning to stone

in Lore

Posted by: runeblade.7514

runeblade.7514

GW dwarves turn to stone, WoW dwarves can also turn into stone.

There is a similarity. I want to know where this trope came from.

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Animate Bone Horror

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Bone Horrors being what exactly? Obviously they are from GW1, but what stats would you be wanting them to have in this game?

Their role is to be Renewable pet supply and extra dps.

Necros with ABH will spam spawn Bone Horrors. Something that fits a Minion Master playstyle.

For stats, Not too tanky and not too fragile. But leaning more to the fragile side so that Minion master will have to spam spawn them.

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Turret PvP change

in Engineer

Posted by: runeblade.7514

runeblade.7514

Turret should change.

The problem with Turrets is that you remove useful utility from your bar in order to be effective as a turret engineer. You don’t get invulnerability. You don’t get damage reduction. You don’t get to be a bunker. You don’t get mobility. Turrets don’t get any boons or deal any major conditions.

Healing turret:
Remove the burst heal from deploying the healing turret and place it in Cleansing Burst.

Cleansing Burst: Heal the engineer and allies nearby the healing turret and remove 2 conditions to yourself and allies nearby the healing turret.
Healing: 4k
Allied healing: 2k

Regardless of how far the engineer is away from the healing turret, the engineer will always be healed for 4k. But, the engineer is missing out the allied healing. WIth the healing moved to cleansing burst, this allows engineers to set the healing turret wherever they want.

Turret trait:

Turret Territory- For every turret deployed, the engineer gets 8.25% damage reduction. 33% stun reduction and regeneration when near a turret.

This means that if you don’t want turret territory to be kittenty, you need to have all four turrets.

Turret Engineers can play two kind of style with this trait. Roamer or Bunker. The bunker types strategically place turrets to defend one point. The Bunker Turret Engineer will be hard to take down while locked in place. The Roamer engineers places all turrets in strategic locations rather than fortifying one area. Put a net turret on the cliff in front of the Orb to immobilize enemies from going up the stairs.

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Animate Bone Horror

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Animate Bone Horror: Summon 3 Bone Horror that will fight for you. 90 second cooldown. 1 1/2 second cast time.

Minion skill: Flesh of the Master: 1 1/2 second cast time. Summon one Bone Horror that will fight for you. 5 second cooldown. Max 3 Bone Horror.

I always wanted a minion factory playstyle from Guild Wars 1. One that summons pets over and over again.

The downside to this skill is the high recharge if all of your Bone Horrors are dead. The upside is that you can make sure that it never goes to that high recharge cooldown.

You can use Flesh of the master to renew the Bone Horror Hp.

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Community's Engineer Shout-out: Turrets

in Engineer

Posted by: runeblade.7514

runeblade.7514

I disagree. Especially the Walking turret traits. Turrets were not designed to be pets

Alternative:

Grandmaster trait:
Turret Territory- Engineer gets 8.25% damage reduction for every turret deployed. They also get 33% stun reduction and regeneration if they are near a turret.

4 turrets out give 33% damage reduction.

With this, there would be two ways to play Turret Engineers:

Roaming or bunkering.

When bunkering, you choose a spot to place turrets down and defend it with your life.

When roaming, you can place turrets in strategic area like Ritualist profession did in Jade Quarry. Ritualist would put spirits in the center of the map to damage incoming enemies, turtles or juggernaut. The engineer would run around with the 33% damage reduction.

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Engineer 25% Health

in Engineer

Posted by: runeblade.7514

runeblade.7514

Not OP, I seen more engineers use HGH than AR.

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Codex mode

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Codex was alive when I played (nearly a year before GW2 came out). I can see it dying now because the playerbase is really tiny now.

Codex mode is different.

You can still play with players not in Codex mode.

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Codex mode

in Suggestions

Posted by: runeblade.7514

runeblade.7514

In Guild Wars 1, there was an arena called the Codex arena. This restricted players on the skills they are allowed to use. When it was implemented, it was fun because of the creativity from not using the meta builds. It forces new thinking than copy and paste a build. However, Codex arena died from being unpopular. There is no game match going on. Players couldn’t handle creative thinking for so long.

For Guild Wars 2, there would be a Codex mode. Players can get to Codex mode and get restricted on the skills, weapon set, and traits. While in Codex mode, players will receive more or better PvP rewards and can get rewards for the PvE side.

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Problem with frontline guardians

in Guardian

Posted by: runeblade.7514

runeblade.7514

I do rate shelter and should have mentioned that. However, renewed focus comes at the cost of tome of courage which is our absolute best skill for group support.

I have good survivability with my guardian but that is specced and geared full bunker. A warrior can achieve the same or better survivability (for long enough for a zerg clash to be concluded) while doing twice the damage! (Better damage in equal gear and can get away with having less pvt)

Same survivability You say?
I’m not Warrior spec, but from my fights against warriors using both my ranger and guadian, They don’t seems to.
Maybe nearly no one playing warrior are giving anything to survi and just going berserkers and try to kill everything before dies (or just I meet on the battleground only those)

PS. take guardian support from those zerg clash away and then check if You are still correct

I’m not entirely sure you’re understanding what they’re saying….

They’re claiming both classes spec’d for zerg vs zerg, and you’re talking 1v1 roaming….

I “PS’ed” Zerg clashing Actually I tried to take both situation into my post – first part about 1v1 and some insinuation about zerg clashing without guardians

actually I’m wondering if we take someting like only-guardian zerg vs only-warrior zerg with same amounts of players in both sides who will win

You mean like 10 ah guardians vs 10..well anything really. Perma stability, 25 stacks of might, lol at the amount of aegis/blind spam. Lol I would love to see that.

1 Null field to turn all those boons to trash.

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Ingame Election for Captains Council

in Suggestions

Posted by: runeblade.7514

runeblade.7514

No it wouldn’t. In the Sea of Sorrow, they explained how the captain council election worked with Yomm.

Captain council never had citizens in voting for a captain. A captain requires a ship, a crew and some money to pay for membership. Only captains vote for new captains.

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For those who think AOE dmg is a problem

in PvP

Posted by: runeblade.7514

runeblade.7514

Not sure what other players mean but AoE damage is a big problem to pet users.

You use a AoE attack, now all my pets are gone.

According to the argument here in this thread, it’s your pets fault for being around while AoE is happening.

That silly AI needs to L2P.

Those NPC’s in a Player vs Player. I usually play S/F ele. How do I get the full effect of my aoes? By dropping Dragons tooth on you and running at it so your pet gets hit, and you if you stay.

VS rangers I basically projectile destroy then refelct and get up nice and close to AOE their pets away. If you don’t move away from me, and continue to stay within aoe range of you and your pet then you need to stop just standing there kitten ing about.

Thats the problem.

Dragon Tooth does insane damage on a 6 second cooldown, while pets barely have the hp to survive many AoE attacks on a 30+ cooldown.

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Raid of the Capricorn PvP map [SoS spoiler]

in Lore

Posted by: runeblade.7514

runeblade.7514

I noticed it right away that RotC map, that everyone hated, takes place in Port Stalwart in the Sea of Sorrow book.

The ship in the middle is the Capricorn.

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Minion factory idea

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Phantasm Mesmer? :P

But can a Necromancer play a Phantasm build?

Also, Mesmers can’t create phantasms by dodging. They create clones which does 0-10 damage.

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(edited by runeblade.7514)

Orbs of Power

in WvW

Posted by: runeblade.7514

runeblade.7514

So Arenanet is looking for ways to make Orbs of Power useful. But some people don’t like the idea of cosmetic upgrades like MF, exp, and wxp.

Instead of pure stats, WvW abilities could be upgraded. For every orb your server owns, every player’s WvW abilities go up by one rank.

Your server will be more powerful but not powerful enough to break the game like the old orbs of power did.

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(edited by runeblade.7514)

Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

I would like to see the addition of a trait to reduce turret CD’s a 20-33% reduction on turret cooldowns would go a long way into making them more worthwhile, and it could be a good addition to an existing trait.

But I still the key stumbling block for turrets is their survivability and targeting issues.

Turrets survive really well for sPvP. The problem with turrets is not their survivability. The problem is that it gives engineers few to no defensive utility

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Minion factory idea

in Necromancer

Posted by: runeblade.7514

runeblade.7514

Reanimator- Summons a Jagged horror whenever you dodge. (Max 5 for PvP, max 2 for PvE.)

This will synergize nicely with Protection of the Horde trait even if you are not playing a MM build.

Seeing videos of past MMORPG, I really want a Minion factory playstyle. Back then, players spam summon pets. I would like this playstyle in Guild Wars 2. Just spam summon more pets while they kill the attackers.

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Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

yeah, that trait line needs a work around with regards to turrets.

The grandmaster trait idea is ok but needs some help.

I think what a lot of the community would like to see is…

Automotive Turrets.

Turrets are bound to the engineer and follow his/her movement. Over-charging Turrets grants vigor and protection to nearby allies for x seconds.

I disagree. To change turrets to be mobile goes against their design. Turrets are designed to be immobile. Turrets root from ritualist spirit build from GW1.

If they want a mobile turret, they can play Necromancer MM build or play a ranger.

and remember, ritualist were able to mobilize his spirits with 1 “Pve Only” skill. A trait should allow the engineer to “haul” his buildings(using ithe pick up interaction resets the cooldown on the picked up turret so it can be deployed again, or something like that)

Yeah, but that was for PvE only.

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For those who think AOE dmg is a problem

in PvP

Posted by: runeblade.7514

runeblade.7514

Not sure what other players mean but AoE damage is a big problem to pet users.

You use a AoE attack, now all my pets are gone.

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Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

Exactly: and not blowing it, which counters the mobility. Which is what will make it worse.

You can still blow it up. That is just 20 extra seconds or you can pick it up for 16 seconds.

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Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.

Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.

New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both to be:
The Grand Turreteer- For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.

Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.

A grenadier will still eat your turrets while he stays out of range, even if you have tool kit to repair it….constant stability, protection and regeneration is way too much(staibility only), rather improve turrets: fire faster, provide xtra effekts for overcharged turrets etc.

That is true that grenadiers can destroy turrets.

But, many turreteers seems to forget that you don’t need to cluster turrets together. I had tested turrets today, and I find that turrets survives the best if you spread the turrets at the edge of the objective circle.

Therefore, if a grenadier wants to destroy all three turrets, he would not be attacking engineer and is wasting dps.

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(edited by runeblade.7514)

Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.

Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.

New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both.

Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.

Most of these changes seem fine, but removing that heal from Healing Turret would severly cripple and nerf it. I use it myself as a Supporting Engi in PvE. I love it, though it doesn’t always create a Water Combo Explosion, might be me.

I don’t see how it will cripple supporting by healing. In fact, despite me saying how Mobile healing turret makes no sense, I don’t think my suggested change will hurt mobile healing turret all that much. Instead, it would make placing a turret and not blowing it up more viable.

Then, players will have to choose: Blow up the turret for the few extra heal but wait 5 seconds more or keep it there?

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Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both.

I’m not against the idea in general, but I think it’s safe to say that permanent stability or protection is somewhat wishful thinking.

Also, this seems to benefit PvP most, wheras turrets’ real problems are in PvE/WvW.

I can see the problem. Maybe not in your vision. But I can see how players will just get this trait and not play a full turret build.

Maybe instead, For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.

This way, if a engineer plays full turret build, he can be a bunker. Right now, Turrets do not add much anything to the engineer’s survival. Elixir Infused bomb gives engineers more sustainability and mobility.

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Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

yeah, that trait line needs a work around with regards to turrets.

The grandmaster trait idea is ok but needs some help.

I think what a lot of the community would like to see is…

Automotive Turrets.

Turrets are bound to the engineer and follow his/her movement. Over-charging Turrets grants vigor and protection to nearby allies for x seconds.

I disagree. To change turrets to be mobile goes against their design. Turrets are designed to be immobile. Turrets root from ritualist spirit build from GW1.

If they want a mobile turret, they can play Necromancer MM build or play a ranger.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Turret suggestion

in Engineer

Posted by: runeblade.7514

runeblade.7514

Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.

Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.

New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both to be:
The Grand Turreteer- For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.

Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.

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(edited by runeblade.7514)

OK, persuade me

in Engineer

Posted by: runeblade.7514

runeblade.7514

Get warrior for PvE. So you can join the Zerker farm.

Get engineer for PvE, if you want to do this!

http://i.minus.com/iZcGnME6cdYpA.gif

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

How does "defeat" work....

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

When your hp goes down to 0, you go to a down state. If your down state hp goes down to 0, you are defeated.

Not a hard concept.

It sounds like you are playing a warrior and that you press the down state skill 3, vengeance. Vengenace allows you to be temporarily up, but you have to remove the vengeance buff within 15 second without dying. To remove vengeance, you have to kill a foe which is a random chance.

As I stated in two of my scenarios, I don’t even go to 0 hp and still get defeated. This is what confuses me about the game mechanic.

Then help us help you. Give us screenshots. Tell us what profession you are playing, what you are fighting, what skills did they use, check your combat log. We can’t work with ambiguous anecdote.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Change crossfire

in Ranger

Posted by: runeblade.7514

runeblade.7514

Old crossfire- Fire an arrow. Bleed your target if you hit them from behind or from the side.

Crossfire should resemble more like GW1 crossfire.

New crossfire- Fire an arrow. Bleed your target if any of your allies is near your target.

This synergizes with the pet really well. It will also make bear pets more useful since it requires a living pet to keep pressure on the enemy. Bear pets basically says, Free bleeding attacks.

Also, it doesn’t just stop at pets. It is allies, so if you are using crossfire on a target next to your party members, the enemy will get bleeds as well.

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

How does "defeat" work....

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

When your hp goes down to 0, you go to a down state. If your down state hp goes down to 0, you are defeated.

Not a hard concept.

It sounds like you are playing a warrior and that you press the down state skill 3, vengeance. Vengenace allows you to be temporarily up, but you have to remove the vengeance buff within 15 second without dying. To remove vengeance, you have to kill a foe which is a random chance.

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

When will Warrior have their Elites fixed?

in PvP

Posted by: runeblade.7514

runeblade.7514

Do you mean to tell me when four of your other party members go down and you instant rally within 4 seconds doesn’t change the game?

The problem with Rampage is that it is a perception issue. When you have a stun, a leap knockdown, a aoe knockback, a ranged knockdown, you would think it would be really strong. People think the opposite because throwing away weapons to use fists feels really weak.

Instead, Rampage auto-attack should change.

Great axe smash → Greatsword smash → Hammer smash

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

How Combat Should Be Improved

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

:20

The difference is skill 5 is a blast finisher. Do skill 5 on a water field and you heal nearby allies or use it on a fire field to get 3 stacks of might. Also, the casttime is there because every party can use the same flag to make more blast finishers. The other way to remove the flag is to make a non-clunky way to get rid of the flag.

:43

That is called an aftercast. It works like a global cooldown. It is intended to be there and it is not a bug.

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

Warrior sustain suggestion

in Warrior

Posted by: runeblade.7514

runeblade.7514

Shield mastery+reflection combined. Shield decrease damage incoming by 10% instead of 90 toughness. btw that healing abilities are beyond op.

There are no other source of real good secondary healing beyond the healing skill, blocking or evasion skill if you take that trait. Even Healing shout and Banner regen can’t help. Plus HS and Mending is a burst heal so a good interrupt and poison will kill the warrior. A warrior with healing signet is weak against burst.

The other downside is that there is tactic traitline isn’t a good traitline for dps. So these traits are good for making bunker warriors.

And besides, warriors can have around 20-30k hp, what good is 30k hp if you are a big punching bag?

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

Warrior sustain suggestion

in Warrior

Posted by: runeblade.7514

runeblade.7514

New Tactic Grandmaster trait:
Tactical Valor: Healing skill bonus doubles.

Healing signet: 200hp regen/second -> 400 regen/second. 3270 hp heal -> 6540 hp heal.
Healing surge: 30 adrenaline-> 60 adrenaline(Yes, it is useless). 8440 hp heal -> 16880 hp heal.
Mending: 2 condition removal -> 4 condition removal. 5560 hp heal -> 11120 hp heal.

Tactical valor doubles the modified heals as well. So cleric gear or other +healing stats will help here.

Vigorous Shout and Inspiring Battle standard merge to become:
Tactical Commander: Banner regenerates and Shouts heals.

Remove Spiked armor and replace it with a new Defense Grandmaster trait:
Heavy Plate: Your toughness increase by 10%.

For sustain, Warriors will be expected to bring Tactical valor and Heavy Plate. Due to the large heals, warriors can sustain longer than before. The downside is that you have to put 30 points into tactic traits which will destroy dps. Heavy Plate is there to help soften the blow so that you don’t die before the next heal is up. But it will be the warrior’s offensive control that will mainly soften the incoming damage before the next heal is up. The reason why tactical valor is in the tactic trait is so that it won’t synergize with other warrior heals such as Banners and Shouts.

The trait, Tactical Commander is a party healer/support role. Anyone taking this trait is expecting to bring 2 shouts and a banner, or 3 shouts.

Why no blocks or evasions? Because that is the other professions roles. Warrior is about stats. High toughness, High hp pool, high damage but no good active blocking or evasion tools. If we have those, we should expect our hp pool and toughness to go down like the guardian or thieves.

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

Rampage

in Warrior

Posted by: runeblade.7514

runeblade.7514

Unless I can use other skills such as fear, justice, shake, I’ll still continue to avoid this skill. That is probably the main reason people don’t use this skill.

Use FGJ beforehand, the cooldown is 25 seconds while the form is 20 seconds. You won’t need Fear me, nor Shake it off as Rampage give you stability and extra stuns, knockbacks, and knockdown.

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

Rampage

in Warrior

Posted by: runeblade.7514

runeblade.7514

The problem with Rampage is perception. The fist feels more like a downgrade rather than an upgrade. Therefore, Rampage auto-attack should change.

New suggestion:
Greatsword smash -> Greataxe smash -> Hammer Smash

Player starts off swinging a greatsword that will break in contact with the enemy, then a Greataxe which will also break as well, and finally with a Hammer which will break and give a blast finisher.

With this, Rampage may actually be used more often because how good it looks rather than SoR which is really weak.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Turret cooldown

in Engineer

Posted by: runeblade.7514

runeblade.7514

That the healing turret is intended to only be dropped and left for support is debatable; it offers you a choice in functionality depending on how you use it. “Worrying about needing a burst heal” is exactly the kind of decision that makes gameplay interesting, risking trade-offs and choosing the right one for each situation. These choices should be balanced so they’re both viable, not simplified and dumbed down.

There is already a tactical choice with healing turrets. “Where to place the healing turret to give me the most advantage?”, “Should I place this healing turret on my feet, or run over to my party members and place it on their feet?”, and “Should I blow it up for the extra burst heal or should I keep it there so that allies can get regeneration?”

There’s a big difference in making a skill more effective, and “affecting all aspects of the game positively.”

Yes, there is a difference! “Making a skill more effective” may only improve one area, such as: buff for sPvP but nerf for PvE. But “affecting all aspects of the game for turret engineer positively” improves for all areas for turret engineers.

How long do these new turrets of yours last? How does that work with overload function? Reduced tactical choices and 100% uptime on turrets would basically require a complete overhaul of the turrets and what they do to match the new system, and probably result in their actual effectiveness being nerfed even more than they are now to compensate for their new uptime.

1. 5 minutes.
2. If the turret is gone and has a cooldown on overcharged, and then you place a new turret immediately, the overcharge cooldown is still there.
3. I can make the same argument with every single buffs that people suggest. “Ranger’s longbow auto-attack is too weak, it should be buffed.”, I could reply it with this: “I disagree, ranger longbow will get a higher cooldown in all longbow skills to compensate for the higher auto-attack.”

Also, summons work the same way—their cooldown starts when they die.

The difference is that turrets cannot move. Therefore, if you killed all the PvE enemies, you have to wait for 15-30 seconds before you can lay down on the next group of enemies. Rather than just run through the cluster of mobs and the pets will kill with you.

The difference separates fluid and clunky. The difference is between running while summoning vs. running and then taking extra time to set up the next fight.

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

Turret cooldown

in Engineer

Posted by: runeblade.7514

runeblade.7514

Turret cooldown should happen after the turret has been deployed rather than the turret has been destroyed. Picking up turrets is no longer possible and one of the turret traits now give a 20% cooldown reduction in using turrets.

Especially for healing turret. The optimal use of healing turret is to drop it to gain a burst heal, use a water field and then blow the healing turret up. However, the intended design was to drop the healing turret and then it will support nearby allies; however, the way that turret was designed is terrible. With a cooldown after turret has been deployed, engineers are encouraged to drop a healing turret and let it be there to heal allies. This way, engineers do not have to worry about needing a burst heal. Also, it will not destroy the current use of healing turrets as well(Placing it, make a waterfield, and then blow it up.) as players can still use turrets like that.

Other Turret cooldown after it has been deployed will affect all aspect of the game positively: PvE, sPvP, dungeons, and WvW. The difference between turrets and other summoned allies is that turrets cannot move. Therefore, all engineers are forced to suffer a downtime. With the new cooldown, there will be less downtime for all aspect of the game.

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

How to gain gold with craft?

in Crafting

Posted by: runeblade.7514

runeblade.7514

Check out my guide if you want to know the answer.

http://www.reddit.com/r/Guildwars2/comments/19vcri/a_guide_to_make_money_through_crafting/

Any craft can be profitable.

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