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i really want to like offhand sword...

in Mesmer

Posted by: wintermute.4096

wintermute.4096

Also, you have the block. There are a lot of situations where this is awesome, stopping a bulls rush, kill shot, stuns, etc. Any sort of 1 hit nasty attack is neatly negated by the block, and this is most obvious when fighting a thief. Instead of taking backstab damage, you take nothing, create a clone, and return 3k-5k damage.

I could be wrong here, but I think against backstab thieves especially, you will not take the initial backstab and start the riposte animation, but the thief will not be decloaked either, so you’ll definitely eat another backstab regardless. At least that’s what happens when aegis, invul/distortion/blocks are used against backstabs.

My "Kill yourself" Confusion build

in Mesmer

Posted by: wintermute.4096

wintermute.4096

Funny, you didn’t even post a build.

Mesmer Traits: Polish and Overhaul?

in Mesmer

Posted by: wintermute.4096

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I’d welcome any changes that would give us some more build diversity. Currently, very few traits are so strong that they are considered the cornerstone of entire builds (illusionary persona for example), but most of them just don’t do anything useful, ever.

And personally, I think that instead of slightly buffing the ones that are just not good enough, what we should strive for are more of those that really turn around your way of playing.

As an example:

  • Illusionary Elasticity is a grandmaster trait now, and it now affects clones.
    (Bam. Condition mesmers just got viable. Maybe too good even, it could actually be decently balanced if the projectile only bounces off you like it does currently, but I digress)
  • Frenzied Summoning (or whatever, New Grandmaster trait in Illusions): Summoning an Illusion when you are at the limit already (i.e. when it would just “pop” normally) shaves 1 second off your mindwrack cooldown. Scepter got a good bit closer to being viable again, provided they would finally figure out a way to make scepter clones not spawn in melee range…
  • Masterful Reflection now affects blurred frenzy.
  • Confusing Enchantments now applies confusion once per second instead.

However, even Colin acknowledged that there only is a comparatively small subset of traits that are competitive, and how they see this as a problem, but we haven’t seen any substantial changes at all since release. Mostly some bugfixes and nerfs, but nothing that mechanically changes what all those underpowered traits do, so I wouldn’t get my hopes up…

(edited by wintermute.4096)

i really want to like offhand sword...

in Mesmer

Posted by: wintermute.4096

wintermute.4096

Riposte currently is less of an defensive tool, but more of an offensive one actually. If you can time it so that the enemy attacks right into it, or “catch” a bullet with it, you can put out some decent single target burst with it, and a free illusion.

I do think that the riposte line of skills could be improved slightly though. In general, it doesn’t really provide that much defense by itself, because the attacks you really want to avoid often are multi hit attacks, and enemies usually come in packs, so if you want to time that one charged up hit, you risk getting interrupted by a stray missile from the backline. In any case, dodging the attack is usually much safer, so I find myself hardly using riposte in difficult content.

Maybe if you could get some distortion frames when the counter animation plays, that would effectively allow it to do something against chain attacks, and leave enough time to dodge out of it if you get really focused.

The swordsman has slightly better dps then the duelist, he hits quicker and will generally be closer to your target, so I tend to rate him slightly better then the duelist when you want quick burst and shatter fodder, and he will be basically traited by default in most builds anyway. The stun on the pistol is much, much better though, so even though I like the swordsman, I still find myself using the pistol much more often.

My Main Gripe With GW2: Dead Skills Bars

in Guild Wars 2 Discussion

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wintermute.4096

Heh… someone that still thinks rotations work best. No wonder you think the professions are boring.

Not you again…

Back on topic, yes, rotations make up 90% of general pve on most classes. You might have to break from them from time to time to dodge, but that’s it for most cases. I’m sure you will want to defend the design anyway though, so maybe I’ll just go have a talk with the wall here…

Combat Depth: where is it?

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Watch my videos and there wont be any more of these soo called “issues”.
lol Gosh I swear… You people all just complain than learn on forums sometimes.

You explain even the most basic skills in this video like it was some great secret, while completely failing to actually display any depth at all. I mean you kited an npc for about a minute while repeatedly applying cripple, wow, that’s grand. Oh the depth of it…

Seriously, that’s not what depth is. An evolving, reactive meta game could be considered depth, build diversity could be considered depth, truely customizable skill bars, the secondary profession system or something like the strategic impact of hexes, counter hexes and various interactions of skills that gw1 had certainly where depth; but what you show here is only amateurish beating (fast cast ground targetting off for gs/rifle?) on an almost unreactive ai.

Not being the best orator I’ve learned how to find good examples of things and then point to them, it also saves me the hassle of having to explain things myself.
Anyway on the topic of depth, this: http://extra-credits.net/episodes/depth-vs-complexity/

Yea, I’ve seen that video around before, and the distinction they make between complexity and depth seems sound to me. Sadly though, gw2 lacks both.
They seemingly fear complexity so dreadfully, that they sacrificed way too much depth, a very common problem in today’s AAA games though.

Combat Depth: where is it?

in Guild Wars 2 Discussion

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wintermute.4096

Watch my videos and there wont be any more of these soo called “issues”.
lol Gosh I swear… You people all just complain than learn on forums sometimes.

You explain even the most basic skills in this video like it was some great secret, while completely failing to actually display any depth at all. I mean you kited an npc for about a minute while repeatedly applying cripple, wow, that’s grand. Oh the depth of it…

Seriously, that’s not what depth is. An evolving, reactive meta game could be considered depth, build diversity could be considered depth, truely customizable skill bars, the secondary profession system or something like the strategic impact of hexes, counter hexes and various interactions of skills that gw1 had certainly where depth; but what you show here is only amateurish beating (fast cast ground targetting off for gs/rifle?) on an almost unreactive ai.

Am I missing something or does it just suck

in Mesmer

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Usually, the first projectile hits you and you take damage as normal, and then the skill switches to the “throw stored projectile”, and you then get a reflect effect for the remaining duration of the channel.
Now assuming that you’d want to catch a really strong projectile, that’s pretty stupid design, might as well a bug of course, but we can’t tell because the devs only rarely acknowledge bugs on skills and then only fix half of them when they touch them…

Is Greatsword a bad weapon?

in Mesmer

Posted by: wintermute.4096

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It should really have some more damage on it’s #1, at least if used properly from range. The numbers on it do seem high at first, because it is such a long channel, when really, the dps is awfully low; it does have about half the dps of sword’s auto attack even at perfect range all the time, and the other attacks on it are worse then blurred frenzy again.

The zerker is it’s saving grace, but leaning on it like that does make it suffer from other problems; it does not get much better with might stacks (huge in organized groups), fury, or timewarp, and you don’t get to swap to anything but staff while maintaining range. It’s still a good weapon to open with, thanks to being rather frontloaded with izerker, but saying that it generally does good, sustainable damage by itself is just plain wrong.

Robert Hrouda on pets in dungeons

in Ranger

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Aegis on dodge is a better idea. Also, making them a bit tougher can help and faster in the sense that they can run faster and attack faster so that rangers don’t lose their damage.

PLEASE make it so that f3 makes them passive and run to your side! Everytime I call my pet back he sometimes runs a bit and attacks again, is really irritating.

The problem with aegis on dodge is that multi hit attacks will go right through it, as will multiple circles on top of each other.
I’d still rather have a “short leash mode” where your pet moves with you and gets dodge frames when you do. For this to work, you would have to range-match your pet, so you wouldn’t need to dodge two sets of circles, but I still think this would be the closest thing to player-controlled pet dodges that woulnd’t require keeping track of threats simultaneously, with the added benefit that you would have better control about it’s positioning (think: cleaving bosses).

Robert Hrouda on pets in dungeons

in Ranger

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Here’s a thought I just had.

What if we made f3 use a defensive dodge skill instead of returning to the player, and we re-did the “Guard” and “Avoid Combat” button to better serve the function of “return and Heel” and “Attack and be aggro”

So it would be f1 to attack target, f2 to use special skill, f3 to use defensive ‘dodge’ skill, and our stance button would then be tweaked.

I think I like that idea, at least something in this general direction. The “dodge” (or whatever the defensive button actually does) should probably really be seperate from the “come back to me” button, since we rarely want the pet to actually disengage in combat, so that’s good.

For what it’s worth, while you are at it, I think I personally would like the “heel” and “be passive” stances do be different (not neccessarily mutually exclusive though). To iterate on that: whenever I am playing ranged and use a ranged pet, or in melee, using a melee pet, I would probably like the pet to stick really close to me (like glued to my hip close), to help positioning and generally keep it out of bosses’ cleave attacks without actively micro managing it each time a boss changes directions. Now I know it shouldn’t always do that, but I’d surely like it as a toggle for some situations.

I don’t know if this would work with the pet’s animations, since at the moment, it seems it does have to stand still to attack, but I think it could help in situations where people are already calling for ways to permanently stow the pet away, without really foregoing the pet entirely. In effect, a pet that matches your range that is used this way would require less micro managing and would maybe show less of it’s current, often suboptimal behaviour.

edit: and btw, I really appreciate what you are doing here. I see how devs don’t generally have that much times to browse the forums and comment on everything, but chiming in from time to time to just pick up some the ideas people are brainstorming around is something I’d love to see more from you guys, especially if this should prove to be successfull. =)

(edited by wintermute.4096)

Is Greatsword a bad weapon?

in Mesmer

Posted by: wintermute.4096

wintermute.4096

I think it gets hate because people often use it wrong; it’s best use is as a secondary weapon, because the auto attack is weak even at range and pitiful in close encounters. If you want to stand in the backline and auto attack, gs is a pretty bad choice (not that mesmers had much better options, but still)

Let's talk: Confusion

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You can’t focus on confusion as a primary damage source. Think of confusion as an added bonus damage effect. in other words don’t stack condition damage as a mesmer just plain terrible.

You’re re-stating the issue. :P
Condition damage as a whole needs to be a better stat I suppose.

What I would do is make it genuinely weaker, but have it be on top of Power. Crit Damage = how much your direct attacks hit harder when they crit. Malice = How much your conditions hit harder, in general.

Yea, the whole dilemma with hybrid builds across all classes is that half your stats are worthless for any given attack, and I don’t think that’s quite right. I’d like to either see precision and crit damage applied to conditions as well (in some way) or alternatively, just better itemization for hybrids, meaning items with a mix of cond/power/prec/critdmg and a higher stat budget.

Profession lacks coherency of design

in Necromancer

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Our class is at least gaining notability in one area: WvW. In WvW necros follow the mindless zerg. Nobody tags the enemy better then us, without dealing any noticeable damage. Wells, Marks, DS siphon and countless other AoE’s on all of are other weapons not to mention Epidemic.

fixed that for you. Seriously, wells are not at all good damage, people use them because they tick often and do just enough damage in an area to get the tag, but they hardly ever kill anyone. Ironically, epidemic doesn’t even really work with wells that well (power builds).
Seriously, go to the mists, make a full power build and drop a well at a golem’s feet. It will scrape off health very slowly, and the target has to stand inside the circle for the full duration, which no non-braindead opponent would ever do…

Robert Hrouda on pets in dungeons

in Ranger

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One of the very limited lessons GW2 can learn from WoW is that pets need to inherently take reduced damage from all AOE attacks. Only if something directly attacks the pet should it take normal damage. That’s the most elegant solution unless pet AI ends up remarkably better than any MMO ever.

The thing is, wow is not centered around a similar dodge mechanic as much. The difficult encounters in gw2 often feature chains of “dodge this or die” sequences, as their mechanical difficulty, especially on the higher tiers.
If the pet had, say, a 50% resistance against that, it still wouldn’t help much, we’d probably have to ramp it up to something like 90%, which in turn, would enable the pet to completely faceroll anything that uses aoe per default and isn’t a raid boss.

Robert Hrouda on pets in dungeons

in Ranger

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EDIT: Would it be possible to allow pets to dodge like bandits do? I know bandits will dodge out of red circles and AoEs would it be possible to allow pets to use a similar dodging mechanism?

I can see what you are hinting at, but somehow I can’t bring myself to like uncontrollable pet movement that much… Maybe if a special pve pet had this as a toggle for it’s f2 skill? Then people who don’t want it could just get something else.

Ok, how about that: do the ranger dodges/pet dodges thing, and refund 25% endurance when both dodge successfully and 50% if only the pet did, and optionally make up for the lost dps time with some might stacks. In essence, what I’m trying to do with this reducing the cost for bow users who only want to keep their pet alive, while not granting too much for melees who abuse it for themselves.
Should probably only be enabled to work for pve, maybe it could be tacked on the natural vigor trait if that’s possible with traits.

(edited by wintermute.4096)

Robert Hrouda on pets in dungeons

in Ranger

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Pet dodge when the Ranger dodges? Who really thinks that is a good idea?

I sure as hell do not want to be the only class forced to blow their stamina due to stupid pet AI or their inability to not get destroyed by anything and everything that isn’t a singular white level 80 mob in the open world. Okay, I exaggerate (only a bit, mind you), but my point stands.

That has to be one of the most non-thought-out suggestions I’ve ever heard (no offense to anyone), and I can’t even believe more than one single person thinks that it is a good idea.

Actually, it was directly targetted at the fractals issue, I couldn’t care less about white mobs in open world pve anyway. It’s just that some bosses have so obvious dodge this melee attacks, or even screenfilling “dodge checks” that even shared AR would only partially help there. And since I doubt they’d want to give the pet full aoe immunity, and any x% damage reduction wouldn’t help at high end fractals anyway, I suggested this, because dodging is the best form of “binary defense” you get short of just facetanking stuff with your pet.

Robert Hrouda on pets in dungeons

in Ranger

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Anyways Robert, I’m assuming there’s just technical limitations with the program when trying to apply AR to your pet? Or do you not want to do that. If so, may I ask why?

I’m of the opinion that your pet and summon should share the master’s AR. That seems like the simplest most straight-forward solution. We all agree the AR is a problem that has potential fixes, it’s just figuring out how best to fix it and making sure whatever we choose works.

That would be a step in the right direction for sure, but it won’t fix everything. Do you think it would be possible/would you consider it op to give the pet “invulnerable frames” when the ranger dodges? That would surely alleviate the situation for melee players at least.

Could grenades please get a target toggle?

in Engineer

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It appears grenades are still the go-to weapons for engineers in pve, and despite all the problems condition builds have atm, I’d still like to use them, but find it absolutely unbearable to hammer my #1 for hours like that, because unlike all other professions, grenades do not have an auto attack toggle.

So that’s why I’m asking: would it be possible to put an entirely optional toggle on the grenade kit that would make it a standard target-locked aoe instead of gtaoe for #1 at least? I see the benefits of manual targetting, and I know that, if anything, that toggle would actually be less precise then manual targetting, but that’s a sacrifice I’d like to make since at the moment, I can’t keep using my engineer for more then 1 fractal each play session.

What is the priority?

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

$ $ $

15 chars.

Bounce Attacks and Illusionary Elasticity

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If they fixed that, condition mesmer would probably beat out shatter as the #1 spec only to get nerfed again just after that…

alpha Strike

in Ranger

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We had pet evolutions and a customisable pet bar? Why did they take that away!? Reading stuff like that is utterly infuriating. Pull your finger out Anet and give this class some love already.

It would have been to challenging for your “average consumer”, same as with any complexity/depth in this game…

Rangers arent bad, unless you use bow.

in Ranger

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Gear: Full zerker, Ascended Gear, 30/30/x/x/x. Armor=Ruby Orb’s Zerker.

Shortbow = Hits 800-1.2k. With 25 bloodlust stacks, can go up to 1.4k maybe.
Greatsword = Hits 2k-3.6k(Top DPS on the Leap finisher and 1 other)
1H Sword= 1.5-2.3k DPS (Needs a revamp as the dodges are annoying)
AXE OFFHAND = THIS IS YOUR KING DPS. 12X Whirling Defense, my end burst was 9.9k, meaning hits leading up to it was 6k>>7k>>etc.. quite alot of DPS AND reflects.

So, your 1.5-2.5k Ele Fire Auto attack better than this how? Also, why do you guys use bow? Just because its a “Ranger”? I use bow like i use all my ranged weapons, sparingly. Only on epic boss fights where zerker is impossible etc, but for general PvE, and dungeons like CoF, CoE, SE, etc… this is wayyyyy more dps.

That’s funy because axe #5 is actually the least dps of those you listed. L2readcombatlog I guess.

Complaining about overflow and guesting...

in Guild Wars 2 Discussion

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wintermute.4096

That’s not how science works, my friend.

If I claim there is a correlation between the elder dragon Zhaitan and the overflow problems (he is obviously stopping you guys from getting all that fat loot), I should have to prove to everyone that my claim is valid…
Not have you all prove to me that it isn’t.

Actually…
Scientists would now start to gather data and then proceed to calculate the likelihood of this specific set of data to be generated, under the assumption that there is no correlation. Should this likelihood fall under a predefined threshold (commonly 5%), they would from now on assume that there actually is a correlation, albeit not neccessarily a causal one.

And, yes, scientists are a weird bunch.

(edited by wintermute.4096)

Since Warrior Banners now Cleave

in Necromancer

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Without nerfing the daggers damage, that would make necros suddenly one of the strongest dd classes in pve, which would at least be interesting I guess…
Axe on the other hand, would be perfectly fine as an aoe, maybe even with another +10% auto attack increase even. Or more if they shifted the focus away from it’s #2 skill, which would make it a viable primary weapon.

Last 2 updates worth of an expansion?

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I don’t know what expansions they’ve played, but this is hype at best. This is not expansion worth of depth and systems.

And it’s fine, because it’s not paid like a proper expansion you see in MMO’s like WoW. But please drop the comparison to expansions because it is not.

Expansions also have deep balance changes and overhauls to subpar classes. Nothing close to balancing has happened in all these patches after release. The changes to professions has been marginal.

Just call these what they are — content patches. Cool guild missions, fractals, and a couple extra DE’s on the starter areas. Content addition but nothing on the scale of an expansion.

This. The expansion comparison is a bad one, because anet themselves have had a pretty clear-cut standard what features you could expect from an expansion. All of the expansions (with the exception of eotn, which did not have new classes, but all of the other) had:

- 2 new classes,
- a complete set of skills for those 2 classes available to every existing class,
- more skills added to existing classes,
- completely new weapon types,
- skin sets for every armor type/class,
- several completely new armors/armor types even,
- a new continent (or equally big connected maps specifically made for the expansion),
- a seperate, completely new story arch (not some tucked on events in existing environments),
- on top of that, completely new gameplay mechanics (heroes etc.)
- more minor changes (difficulties being added, new upgrade components etc.)

Those where the features people would expect from an expansion, coming from anet themselves, as they were very consistent with that. According to what we know about the “living story” so far, it has none of those features, not even one. It will have different features like a new token vendor of course, but I wouldn’t expect it to stand up to that standard, not even close.

Note that I didn’t expect that from a free update in the first place, but then don’t promise it or sneak you way out of it by trying to intentionally misinterpret commonly understood terms like these.

I Love Flame and Frost

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Uhm… where did you find that “story” you speak of? Surely you do not mean the ~50 lines of generic banter on even more generic nps, who do not display any personality whatsoever?

Profession lacks coherency of design

in Necromancer

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Necro, being marketed as “the condition class” also suffers from the general issues condition builds have in this game. What’s especially bad is that some of the traits and skills would lend themselves very well to a hybrid build, but hybrids don’t really work well, since your itemization choice is always either power/prec/critdmg or condmg/duration, which both don’t benefit from each other at all.
Personally, I’d love to see the dilemma solved, maybe by allowing conditions to somehow inherently benefit from precision and critdmg (yes, that could mean that they can “crit”), since the minor procs they get from traits etc. don’t even nearly compare to what power builds get out of it.

about the "insignificance" of ascended stats

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The easiest way to figure it out is to do two different gear builds in GW2 BuildCraft It’s not perfect, but it does account for a lot of things when calculating effective power and health.

I did a quick comparison of Berserker’s exotic trinkets with rubies to Ascended Berserker’s and Berserker’s/Valkyrie with basic offensive power infusions and got 1674.76 effective power versus 1796.58, and I know could make a bigger gap if I put more thought into it.

In my opinion though, a skillful player that understands their class will always knock the snot out of a less skillful player with one tier higher gear. There may be a significant difference between exotic and ascended when you crunch the numbers, but it is difficult to calculate how much effective power or armor that knowing how to play your build adds.

Yes. You would need to really crunch some numbers to optimize your infusion slots to just push you over the threshold to the next crit chance % and then take the rest in power, which is not possible with exotics, so you’ll practically always have that additional % crit chance.
The 20-30% numbers floating around were always calculated for a complete set of weapons and armor, assuming the same progression we have seen so far. The stuff we have now (amulet, backpack, rings and earrings) should net you an effective ~8-9% if you optimized your choices a bit.
Furthermore, you have to take into account that in practice, the good damage classes also have additional crit chance boni build built in, warriors for example have +9% and on demand fury, making their effective crit chance +29%, which in turn makes the increase in crit damage even more valuable – any flat percentage increase on crit damage gets better the closer your crit chance gets to 100%.
All in all, you could probably get a net +10% damage right now, which definitely is noticeable, and it will get progressively worse, at an increased pace even as more ascended pieces are introduced, because of the non linear growth when you increase several parameters at once.

Post your new Axe Dmg

in Necromancer

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Axe is still laughably bad in pve. Sustained damage is what makes or breakes good dps builds, even if you use axe as a swap for it’s #2 (which still is not even that awesome), you’ll have to try as hard as possible to do something useful instead of autoattacking before you are finally allowed to swap back.
And no, vulnerability as a side effect does not cut it. At all. For other classes, vulnerability comes as a mere side effect of other, better weapons which actually deal damage by themselves. Actually, that necros have to basically give up dealing damage just to get what others have as a passive pretty much is what I expected.

third item? - Lost and found

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Because drawing some mere fetch-quests out like that totally makes it seem more like “an expansion’s worth of content”.

My HoM PVP fiery dragon sword is missing

in Bugs: Game, Forum, Website

Posted by: wintermute.4096

wintermute.4096

Fear not valiant heroes, your need for flaming weaponry has not been forgotten!

We’ve run into some complications on this issue; it initially looked like a programming issue, but has turned out to require a significant amount of time on the systems design side, so I don’t have an ETA yet. I know this issue has been around since launch, so thanks for your patience — I hope to have more information soon!

While you’re at it, could you please consider giving the FDS the same treatment some other weapons with particle effects got with the last patch, i.e. keep it from persistently burning my thighs while stowed?

Ascended Gear Core Issues

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Thanks… um… which one? I’m not seeing any calculations, nothing plugged into the damage calculations formula or any of that. I could be missing it…

here. Those calculations were done back when only amulets and rings were available, and they were actually too conservative in their estimates (so the increase on earrings is even bigger then expected), and that calculation is not even factoring in procs or boons, which would increase the difference even more. Oh, and it does not have infusion slots added of course.

Now show yours.

(edited by wintermute.4096)

30 points pre ball cap too strong.

in PvP

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Bunker guardians are going to dominate that map in randoms. Essentially, this map is calling for even more bunkering, good call anet…

Ascended Gear Core Issues

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wintermute.4096

Anyone that thinks “BIS” items really make a difference when compared to exotics needs to let go of the WoW spreadsheet mentality you’ve carried over to here. Seriously, it’s embarrassing to see you people freaking out about an amulet, for example, that gives you an extra 0.55% damage (actual math).

Ascended gear fills the time gap between legendary and exotics. A lot of you weren’t even bothering with legendary. Why? Takes too freaking long, too much stuff to grind, etc. But look at you now… chasing the alleged carrot of ascended because it’s within grasp and appears to be so much better! Relax. This isn’t WoW where one Tier of gear is practically an order of magnitude better than the prior. The benefits are marginal at best, and by the time someone grinds out a full set of ascended most people will have earned a few pieces by accident just from normal play.

Full ascended will be ~20-30% more damage then full exotic. Don’t talk about something like you know about it when you don’t actually have any idea.

Healing power and effective suporter

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Since the skill coefficients for healing power on guardians are generally quite low (except the dodge roll heal, yea…), you’d probably do the most for your team if you specced some good support shouts and full boon duration.

Daily insanity?

in Guild Wars 2 Discussion

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Are you kidding? You just need any 5 out of the ones listed, doing that certainly got a lot faster now.

New patch changes

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wintermute.4096

Same. Also, playing support or control still won’t be “optimal”, playing dps and being able to dodge is.

50% increase in stat points for 3 amulets?

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wintermute.4096

Can someone explain in detail what TC is talking about?

It was just the amulets that increase all stats by a smaller number, like syzygy that got a slight buff. The “jewel slot” part of the stats got increased from 8 to 12 or something like that. Op is just making a huge wuss over nothing.

I don't like the cooldown on Spy Kits

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Posted by: wintermute.4096

wintermute.4096

That was to be expected. This consumable could trivialize some mechanics completely, that really couldn’t have been intended.

Stop the presses!

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Posted by: wintermute.4096

wintermute.4096

Esports Esports!

Mesmer Feb. 26 update

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Posted by: wintermute.4096

wintermute.4096

Hmm. With Mirror, traited veil and warden, feedback and mimic, I guess you could troll ranged builds even harder now.

Clones now spreading poison on death

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Posted by: wintermute.4096

wintermute.4096

Considering that process, I can see where it would be easy for such ‘quick changes’ to be lost in the shuffle compared to those that required lots of discussion and additional
design resources.

Considering that process, I get the impression that they are awfully slow in fixing all those wrong tooltips and numerical errors that wouldn’t require much programming work as well…

Daily achievements more of a grind now?

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Posted by: wintermute.4096

wintermute.4096

You can do them a whole lot faster if you pick the right ones now, so no, if anything they are much less of a grind now.

Foe Fire weapons / Mist Weapons

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Well, maybe it’s only me, but in general I do like it when weapons lose their particle effects when stowed. Maybe it’s just a bit weird for the mists weapons because they supposedly consist entirely of the glowing “ethereal essence” or whatever.. I do hope they did the same for the fiery dragon sword.

Dungeon Patch Discussion 2/26

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Posted by: wintermute.4096

wintermute.4096

No changes to veggie pizza? that’s a 40% overall extra condition duration. It is more than any other trait other classes can ever achieve.

Also a bit disappointed that only AC got touched in this update. I thought the phase 2 you mentioned in your post would revamp all dungeons, specially Hotw with the massive damage sponge bosses

Yea, nerf condition builds in pve, that sounds about right. o0
Seriously, I don’t like so much of cond duration coming from a consumable alone, but losing this without compensation would be such a huge nerf to condition builds…

Well, actually… I fully expect this is the path anet will take with it.

Food items w/ crit hit bonuses: internal cooldown

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wintermute.4096

Confusion is overpowered in WvW. Anet pretty much realized it was overpowered against enemy players, so in sPvP the damage is cut by 50%. For some reason, they never changed it in WvW.

Lol. Actually, it’s the other way around. Confusion was amped up in pve because mobs attack so incredibly slowly. Being this way in wvw as well is just a side effect of that.

Food items w/ crit hit bonuses: internal cooldown

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wintermute.4096

Yes, but now dungeons will be much much harder, retaliation and confusion will be overpowered in wvwvw, this food was pretty much the only thing keeping these things in check.

Confusion/Retaliation really need an internal cool-down as well.

Retaliation and confusion overpowered? Imho, as long as confusion still gets the pve calculation for damage it can be decent, maybe, but I don’t really see it as op since it shouldn’t actually kill a target who is not completely brain afk.
The answer to confusion and retaliation should never be just powering through it as hard as possible I think.

Food items w/ crit hit bonuses: internal cooldown

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wintermute.4096

Food shouldn’t even exist in a game that is meant to place players on an even scale and be more about skill in the first place.

It’s a bit ridiculous if you’re quitting because consumable items which were heavily abused in WvW have been changed >.>

Well, now the only good food is 10% Critical Damage/Precision, Congradulations on Wowifying the game and removing all the fun effects.

I liked omnomberry pies as much as anybody, but really, you can’t say with a straight face that that consumable wasn’t blatantly overpowered. I don’t think that just every single worthwhile dungeon spec was built around this consumable was intended.

edit: Does anybody even know if the new food stacks with the warrior’s banner by any chance?

Chest Question

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wintermute.4096

We’ll have to find out I guess. Imho, whenever they write “once per day”, they should probably give an indication whether that’s once per day per character or account though.