Showing Posts For wintermute.4096:

We really apriciate u'r work Anet!! :)

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Being a ranger and praising anet for their work, I assume you do not read the dev tracker to compare their promises and what they deliver.

Slots 1-5, I'm seriously baffled.

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

I’ll just say this. GW1 didn’t have all the skills it does now when that game first came out. Expansions will add new weapons and skills.

True, although all skills we might get in the future will be limited by the highly restrictive weapon based groundwork they have set already.

The dual profession approach from gw1 basically meant, that each new class being added would directly contribute more options to your existing main classes. In gw2, this is no longer the case, because they feared too much complexity, both in balancing it and noob players comprehending it.

(edited by wintermute.4096)

Slots 1-5, I'm seriously baffled.

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

That was the concession they had to make to be able to enter the AAA market. The system has to be so easy that every potential customer, no matter how uneducated and simple minded, can and will make a “working” character.

Charged lodestones - Justice at long last.

in Black Lion Trading Co

Posted by: wintermute.4096

wintermute.4096

Excellent. Now we can just sell our piles now and pick them up again at the bottom when prices start to rise again, and be richer then ever.

Market manipulators everywhere, rejoice!

Satanic Symbols, Cults Etc

in Suggestions

Posted by: wintermute.4096

wintermute.4096

Speaking on behalf of the overabundant and thriving satanistic community here on gw2, I can confirm that implementing this devilish symbolism indeed was entirely our doing and that having people look at a seemingly insignificant triangular shape is absolutely essential for our ongoing ploy for world domination.

People these days…

why do people hate magic find?

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

If in a dungeon I don’t have a level 80 food item active it means my groups has to do more work. If I don’t have strong potion of slaying which fits for the mob type we’re going to encounter then it means my group has to do more work. I don’t see people blaming you for not using food and potions.

Which would be perfectly reasonable, because in that case, you would not be intentionally going out of your way to gimp yourself for entirely personal gain.

Disparity between Profession traits

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Still doesn’t change the fact that it’s an identical trait, except 1 is an adept minor and the other is its complete opposite, a grandmaster major.

Theoretically, making the same effect easy to reach for one class, and quite hard to get for another class could be perfectly fine – if other aspects of those classes made up for it.

Engies though, just plain suck. That praised versatility is just not there at all, we have to heavily trait into kits to make them effective, which in turn means that there isn’t going to be much swapping.

Also, rng on skills is a horrible concept, which is why elixir x is probably one of the worst skills in the game. Luckily, all engineer elites are almost equally bad, so basically all the suckage is concentrated in a single class which makes it easier to avoid. o0

Are condition builds on the agenda at all?

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

With the upcoming nerf to aoes, I’m curious as to whether we are ever going to see a fix for another line of builds that is already basically extinct, specifically in dungeons.

A single dedicated condition based player will already hover around ~20 stacks at least, making any more of them completely obsolete, will this change anytime soon?

Incoming AoE nerf and rezzing in WvW

in WvW

Posted by: wintermute.4096

wintermute.4096

A and B are interesting alternatives on paper. I had the luxury of playing WAR when they decided to implement similar systems to repair their AOE fest. The result was if there was another of your class around, 1 of the 2 of you may as well log out because you are completely useless. If WvWvW is intended to be hundreds vs hundreds vs hundreds that approach…dunno, doesn’t work in my brain.

Yup, this would create the condition damage dilemma we still have again, and now look at how many condition builds are typically used in dungeons…

Incoming AoE nerf and rezzing in WvW

in WvW

Posted by: wintermute.4096

wintermute.4096

In any case, what I am most uncomfortable with is that we really do not have much choice to “build around” the nerfs, with weapon skills locked together as they are.
In this setup, nerfing any single skill also nerfs the weapon as a whole, and currently, some skills already feel like “dead weight” on the skillbar, but we can’t do much about it because we want a particular skill in our build regardless…
Thus, I would advocate more choice for the skills on existing weapons instead of new weapons that only replicate the problem. Of course I realize this is more of a long term strategy and you probably want to do something right now, but nonetheless I think the idea holds some merit.

edit:

I really hope that you’ve put duration and sustained pressure on the radar instead of doing something that would cripple the usage of some abilities. It would be a bone-headed move to limit the number of things aoe’s could affect to a small number such as 5. I’d be embarrassed if I was responsible for that one. Yeah, I sure would hope that one never comes to pass or flows through the wire.

I see what you did there. And I agree, such awkward balancing would probably end up with giving all the power to the mindless zwerg, while preventing any actually effective anti-zerg tactics, such as holding them in choke points etc. Wow, that would be truly gruesome.

(edited by wintermute.4096)

It's not about the shape of the sword ...

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

I think the point op is trying to convey, is that the character building is mechanically boring and he would like to see it changed. I can sympathise with that, but I don’t see it happening, since the devs obviously dumbed down the mechanics on purpose, in order to make it more “accessable” for the AAA audience.

Examples are: losing dual classes, locking weapon skills, streamlining conditions and abandoning mechanically different hexes, restricting elites to >90s upwards “gamechangers”, loss of ressource systems in favor of cooldowns, etc.

I don’t mean to say everything about GW2 is bad, but the character building mechanics are too simplified for my tastes.

Hidden Thief not working with Pistol [Merged]

in Bugs: Game, Forum, Website

Posted by: wintermute.4096

wintermute.4096

Also, that would mean that something else is off if the shot fired after stealing is not a sneak attack.

the order of effects currently is
steal → shot animation started → stealth→ shot connects → stealth broken

and not
steal → stealth gained → sneak attack shot → stealth broken

The issues probably are connected, I just wanted to point out that projectiles already travelling/animations already started seemingly can be an issue with stealth.

Accessibility vs. Complexity

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Yup, coming from gw1, they simplified a lot to reach a wider audience, and personally, I think they might have gone a bit far.

Effectively streamlining all the active effects you can have on other players to boons and conditions is something I could put up with, but the loss of the true free form building we had in gw1 is something I just can’t get over with. Back there, the skill interaction was much more like a trading card game, i.e. you get a complete set of all the cards out there, but you can only ever hold 8 of them, and there are attributes that made sure that you couldn’t spread your build all over the place. I think that approach worked great, seeing it could create numerous and sometimes surprising out-of-the box thinking builds (read: Touch Rangers), because so many combinations were possible.

After having had this at your fingertips, gw2’s character building seems restrictive and bland in comparison. You only ever have so many options, because skill bars are largely set in stone (you always get the same 5 weapon skills, and you always have to go with 1 and only 1 healing skill, you have to chose 1 elite, wether you like it or not…). Also, those trait points we have rarely change fundamental gameplay mechanics like a new set of skills would. Some do, but overall, this leads to a percieved lack in true variety.

Those mechanics do ensure that you can’t even really go wrong all that much, no matter how noobish you are, but the lost a great deal of the “mastering” part right there.

I don’t mean to say gw2 is a bad game, it certainly is not, but personally, I think that it would be a truely awesome game if they had managed to really stick to that phrase “gw2 takes everything you loved about gw1…”, but sadly that was just the marketing department speaking what people wanted to hear…

This is my story (Video Inside)

in Community Creations

Posted by: wintermute.4096

wintermute.4096

Those who have played Guild Wars 2 know about the developer’s emphasis on ’Trahearne’s Story’

ftfy.

Willing to share WvW details?

in WvW

Posted by: wintermute.4096

wintermute.4096

Any chance we might get a chance to the slightly awkward badges system we have right now? Moving the bags to the feet of the player is nice and all, but it doesn’t help much in a thick battle, and I’m sure most of the players actively engaged in wvw have had their share of lost bags. AFAIK, there once was an answer among the lines of “we don’t have the tech for that now”, but I can’t really see how this should prove to be unsolvable…

As a suggestion: Couldn’t we just get rewards based on a slightly modified monthly tracker? You know, the one that says “players killed in wvw” – just add an npc that hands out as many bags as the counter says and resets it back to zero.

Willing to share WvW details?

in WvW

Posted by: wintermute.4096

wintermute.4096

Thx for spilling the beans so far =)

Back on topic: Is there any chance we might get some sort of an auto pick up for badges in wvw at least? I tend to lose a whole lot of them in each major fight it seems, and seeing that loot bag over there when I go down, unable to pick it up is kinda frustrating when it happens.

Added a system to limit the experience and gold that players can receive from speed-farming dungeons.

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Best solution is to set the rewards back to what they were (like 30s for completing any dungeon path), but set the minimum time cap to for example 1 hour.

This means, completing the dungeon:
- In 3 hours rewards 30s
- in 2 hours rewards 30s
- in 1 hour rewards 30s
- in 50 minutes rewards 25s
- in 30 minutes rewards 15s
- in 15 minutes rewards 7s 50c
- in 5 minutes rewards 2s 50c

wouldn’t this be fair enough?

Hey mods, maybe we can move this post to the necromancer forum?

Added a system to limit the experience and gold that players can receive from speed-farming dungeons.

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Best solution is to set the rewards back to what they were (like 30s for completing any dungeon path), but set the minimum time cap to for example 1 hour.

This means, completing the dungeon:
- In 3 hours rewards 30s
- in 2 hours rewards 30s
- in 1 hour rewards 30s
- in 50 minutes rewards 25s
- in 30 minutes rewards 15s
- in 15 minutes rewards 7s 50c
- in 5 minutes rewards 2s 50c

wouldn’t this be fair enough?

Hey mods, maybe we can move this post to the necromancer forum?

Condition thief or power/precision thief?

in Thief

Posted by: wintermute.4096

wintermute.4096

Yup, the playstyle is awesome indeed. Some more tips:

-Plink your enemies with shortbow first, then round them all up in the caltrops
-swap to daggers with sigil of geomancy (3 stacks of bleed instant) when starting combat
- you can shadowstep while you are “casting” caltrops, to minimize incoming damage
-alternate dodges right through enemies (with caltrops on dodge traited) and death blossoms to get more bleeds
-dodge caltrops are smaller and don’t last as long as normal ones, but they both stack

You can get anywhere from 15-20 bleeds by this, depending on condition duration, and even more at 80 if everything goes well. Pizza consumables help here, because longer lasting stacks of bleeds means they will pile up higher. If you ever decide to stack condition duration, make sure to increase them to the next second, because bleeds only tick each full second. (i.e. 6.9 seconds of bleed does the same damage as 6s)

(edited by wintermute.4096)

Omnoberry Pie +100% crit chance = hilarity

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

And that is why consumables with procs are basically required as a survival strategy in high level fractals right now. Expect them to be hit by the nerf bat fairly soon.

botting issue on Southsun Cove is huge

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

The amount of Bots still in the game is staggering.

This. The “first generation” of bots aka ranger clone armies with nonsensic names did not even try to cover what they do. That those alone are gone means nothing at all. After a short break, they got replaced by the teleporting bots that usually stick to areas no one ever bothers with, and thus are hard to report.
Apparently, anet still relies heavily on user reports, so the next generation will probably just port away instantly if any player ever gets in their radar range, so we can not even see them. Nonetheless, they will always be there, and the marketing department will always announce that they are extinct forever…

Thief + internal CD on same skill?

in PvP

Posted by: wintermute.4096

wintermute.4096

Coud i make a suggestion of considering putting a vote system on the forum that lets the community vote if something needs a change ?

While that does sound nice at first, pure direct democracy usually results in poor decisions, because propaganda and kneejerk reactions are not the best advisors.

Also, balancing in favor of the lowest common denominator is basically a surefire way to eliminate all serious competition in the upper tiers of spvp.

(edited by wintermute.4096)

What is the dev team currently working on?

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

They are filming a revised Manifesto video.

There is nothing wrong with the manifesto
http://www.arena.net/blog/mmo-manifesto-reactions

Yea, the manifesto is cool, with just the minor flaw that it has no bearing on the actual game whatsoever.

edit: Oh, and I wanted to add I’m entirely not surprised that those next 2 updates actually not are “the size of an expansion”. An expansion, in MMO terms, usually means at least 1 new class, new skills and new areas. I don’t mean to say we desperately need to get those things right now (I’m quite against it in fact), I just wanted to point out how marketing speach sucks and gets everyones expectations up with nothing to back it up at all.

(edited by wintermute.4096)

Why points in Arcana is a must

in Elementalist

Posted by: wintermute.4096

wintermute.4096

Currently, it occurs to me that the biggest reason for the cooldown seems to be the active boni we get on the attunement swapping itself, so if it were nonexistant, people would feel to need to mash f1-f4 every few seconds to keep those boons up, which would probably be a bad thing, and for that alone, I concur.
On the other hand, I feel that the cooldown severely hampers the gameplay fluency of the class. Currently, it is mostly a bad idea to heavily invest in any single element, because your are locked out of your chosen element for quite a long time.

Example: Let’s assume you want to spec staff condition damage for pve, i.e. bleeds. Your staple skill is eruption, traited with a 4.5sec cooldown. Since you invested in condition damage already, you would like to swap to fire and drop a flame burst as well, and you would like to attack with either fire or air autoattacks. You can do that of course, but it would mean that you couldn’t make it back to earth in time to continue stacking bleeds, so your overall damage would actually decrease for doing that.

So my suggestion would be, put an internal cooldown on the boon gains from attunement swapping, and add -2sec or -3sec recharge for the chosen element to the minor traits in each line.

I love that there is no Inspect feature

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

I would like to have inspect back, if only to be sure I don’t get ripped off by noobs wearing full MF. Then again, the existence of MF is to be blamed on the devs, and if inspect would be merely a remedy to problems with MF gear, changing the gear would be the more reasonable way to go I guess.

Revive Orb Is Useless in my view

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Id rather be able to use it to get back up and stand a chance not just die instantly.

Yes, it should at least apply 30 secs of invulnerability and >20 stacks of might, so you can feel justified throwing heaps of money at the cash shop.

to clarify: it is obviously meant to be used when no one is around to res you, and not as a substitute for “^ + /god”

(edited by wintermute.4096)

January Update Speculation

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

I would really try not to get your hopes up. “Basically an expansion worth of content for free” was a statement made in regards to January and February updates combined. I would expect a lot of features that should have been in at launch, but nothing too big. This statement was pure marketing to cover the wound that is GW2, which is bleeding players thanks to poor game design, on a daily basis.

Things you’d be crazy to expect:

-New Races
-New Classes
-New Skills
-New Weapons
-New Elites
-New Traits
-Worthwhile class balances
-Any real fundamental fixes

Things that are more likely:

-LFG tool (stretching it)
-Guild Halls (stretching it big time)
-PvP mode or two
-Some stupid mini-games and reward structures that no one really gives a kitten about
-Some WvW fixes that don’t actually take player interaction into account (Breakout Events) and ultimately fail to do anything except bloat the code.
-Trading Post Preview ( a man can dream)
-New events in the same boring format
-Maybe more fractals, because that was a top quality idea in the first place (sarcasm)
-More single-player console style content (Jump Puzzles)
-Nerfs to already UP classes.
-More reasons to marginalize group integrity and team synergy in the combat system!

Nice, that pretty much sums up what I was thinking as well. New races and classes are so not going to happen, looking at how much work the voiceover and animation work would be. If it were true, you’d bet that the marketing department would blow that sky-high.
“An expansion worth of content” is quite clearly a marketing ploy as well, I’d expect they release a zone the size of cursed shore that will be a ghost town afterwards for each update and some minor wvw “adjustments” and call it a day most likely.

Are you happy with our elite skills?

in Guardian

Posted by: wintermute.4096

wintermute.4096

Personally, I would like something offensive boon oriented to compliment the loads of defense we get. How about:

Shout (“Make your Time!”) (to stick with the theme)
60s cd
20s Fury
20s Swiftness

that would probably be too much for a shout anyway, maybe it should be a signet to match the warrior’s one instead, I just really wanted to get that shout name out. =)

My opinion of underwater combat

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

I hope they let underwater combat crawl to a corner and die silently. I find it so annyoing to see so much manpower wasted on something we see <1% of the time on average while levelling out first chars, and after that only in that one fractal… Once the novelty wears off, we are stuck in an annoying mini game where a lot of skills don’t work and a lot of character builds just don’t apply because we can’t wield the weapons they promote.

Think of it this way: If they hadn’t bothered with underwater combat at all, we could have 2 more working weaponsets per profession (as that would only mirror the work that was put in the weapons sets we have underwater), and the latest patchnotes would probably have featured something somebody gives a kitten about, instead of “XXX underwater skill is now a 20% projectile finisher.” Now can there still be anyone who actually prefers underwater combat to that? Didn’t think so…

(edited by wintermute.4096)

Increasing weapon skills

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

A is closest to the gw1 system, so thats where I would put my vote, but realistically I don’t think we will see that any time soon. They really dumbed the system down in their streamlining process to appeal to the AAA-title crowd, so it’s rather unlikely for them to reverse it now.

I -love- the sword #1.

in Ranger

Posted by: wintermute.4096

wintermute.4096

- Dungeons. Being able to time and fully control my dodges is the most important thing.

This is what kills it for me. In both dungeons and pvp, dodging key attacks is so crucial that I would never, ever want to lose my ability to do so. Mobility is cool, but at this cost, no thx.

There is one more point I that personally bugs me with it, but that I rarely saw mentioned: in dungeons and general pve, jumping towards your enemy does work against you occasionally. When I want to position myself so that I might hit as many enemies as possible, jumping towards one target often also jumps past others, so I actually lose more damage then I gain by closing in on targets.

Char Creation - No Special Armor?

in Ranger

Posted by: wintermute.4096

wintermute.4096

I actually wear a thieves hood on my ranger, and honestly, I couldn’t care less. The customization options are just really small initial eye-candy, look at how fast they usually get replaced by the classes who get them.

Rangers do have a lot of pressing issues, this is not one of them.

Magic Find MF gear conflicting with build

in Players Helping Players

Posted by: wintermute.4096

wintermute.4096

Please make sure to link your mf gear when you join a fractal group, so I may kick you from mine.

Best Weapon

in Thief

Posted by: wintermute.4096

wintermute.4096

please stop posting mindless questions like this in the general discussion forum.

edit: wow, wtf dude. next time go read gw2wiki yourself before you waste everyones time again…

https://forum-en.gw2archive.eu/forum/professions/guardian/Guardian/1070621
https://forum-en.gw2archive.eu/forum/game/gw2/Necromancer
https://forum-en.gw2archive.eu/forum/game/gw2/Warrior-1
https://forum-en.gw2archive.eu/forum/game/gw2/Elementalist-1

(edited by wintermute.4096)

Ranger

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

shortbow

(don’t expect depletive answers if you pose a question like this.)

Lets put the next AMA questions together

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

-Condition builds in are basically nonexistant in endgame pve, since they do suffer heavily in both dynamic events and dungeons. Dynamic events because they do not tick fast enough to tag mobs when players heavily outnumber them, in dungeons they are generally frowned upon because they suffer heavy diminishing returns due to the stack limit makind more then one bleed stacker obsolete.

-Slightly related, bleed right now is the only condition worth building for. Burning and poison don’t increase in damage no matter how often you stack them, making them much worse in comparison. Will this be changed any time in the future, or will we have to stick with it so that condition builds won’t be overpowered in pvp?

-the ability to save and restore builds got lost in the transition to gw2, will this change?

- elite skills are heavily unbalanced right now. Warrior’s signet of rage is insanely strong for example(guaranteed untraited 50% uptime on 5 might, swiftness, and fury in a slot that doesn’t allow much else) while engineers might as well unbind their elite skill key (random comic relief effects on yourself are not in any way elite…), most of them do seem to be geared towards pvp and fall flat in pve. Could you consider allowing utility skills in their slot again?

(edited by wintermute.4096)

In my opinion, Magic find needs to go

in Guild Wars 2 Discussion

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wintermute.4096

How do you measure how much contribution someone is making. Perhaps your sluggish movement, or lack of doding skill is contributing less than a guy in MF gear that doesnt get hit that often. Since MF gear got both pwr / pre stats along so its not lacking offensive stats i assume your reffering to defensive contribution.

By nature of your immature post i can only guess that you havent really given any tought to this matter…

It does not matter that a skilled player in green mf gear can outperform an unskilled player in full exotics. What matters is that every single player will always perform worse in MF gear, than he himself could do in “real” gear, hampering the effectiveness of the group for his own personal gain. In any case, this behavior is simply disrespectful to your group, and since we can only suspect that this is the reason for worse performance of an individual (due to the lack of an inspect function), it will always go “unpunished” i.e. those who are negatively affected have no way to reliably track the one responsible.

Thus, I agree that MF gear has no place in dungeons, fractals, wvw or any kind of cooperative activity. It is ok anywhere the player is only responsible for himself, which is true in most of the open world pve we have, and I’d deem it ok to allow it for dynamic events as well, since those rarely pose a challenge for any group anyway.

Chests and rewards in general

in Guild Wars 2 Discussion

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wintermute.4096

The problem with chests is that if they’re buffed, bots will just farm chests…

Not necessarily – they could make ’em a once per 24 hrs to the buffed chests, for example (not to mention get some computer security to require players use the actual client instead of the enhanced ones…)

I don’t see it as a great enhancement to the game that the gold sellers farm fractals instead of DEs. What’s the advantage – out of sight out of mind? /shrug

Except that fractals are a whole lot more difficult to bot, provided they do not have means to exploit them somehow. Bots usually do the “monkey work” farming stuff, that involves little to to coordination or gameplay.
So if you restrict the really good loot to say, level 20 fractals, I’d be assume that you effectively kept bots out of it, as I’m pretty sure those are not bottable.

edit: Actually, I would in fact appreciate such a setup, especially with the bots around. Because then, the decent players could do their fractals and trade their goods (which should still be in tight supply, and thus expensive) for the inflated (and thus, cheaply available) amounts of botted goods that flood the market.

It would be a serious letdown for the casuals that don’t want to farm like a bot and can’t handle fractals like a pro, but at least it would entice them to improve their play to partake in the fractals thing.

(edited by wintermute.4096)

Are traits fun?

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

There is not enough options in traits most are utterly useless , hence cookie cutter everyone has the same build , skills syndrome . Which is totally boring , also lack of weapon skills to change is also a turn off ..

Elite skills are really bad ! example .. Rampage as one vs Avatar of melendru ? just lol

Pretty much this. In an attempt to make the game more accessible, they threw the free form building that was a trademark of gw1 overboard, and with it went a great deal of customizability and depth.

Also, elite skills right now are a horrible design failure. If you look at it from a pve standpoint, there really are none that come close to the warrior’s signet of rage (5 might, fury, and swiftness, all with a base 50% uptime that can still be traited), racial elites are all worthless, and some classes might as well unbind their elite skill key completely, engineers for example get total crap only, and eles also get the short end of the stick. But that is another matter completely.

Voice software mandatory for explorable dgs?

in Guild Wars 2 Discussion

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wintermute.4096

No, you don’t really need it. Dungeons are just not that difficult, provided you can bring a fully geared 80 character and your group does the same.
The only are in which you could benefit from more coordination would be high level fractals, and of course pvp.

16gScholar rune set equal to 6 Ruby orbs?

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Under the assumption that your health will never be 100% your numbers are correct. The thing is, this assumption is not true. 10% damage is huge, and there are situations in which you can realistically maintain it for long enough to matter.
Thieves opening burst comes to mind, or basically any huge wvw fight, provided you are ranged. Also, dungeon boss fights if you can stand behind and plink a boss for a while.

Spirit Ranger?

in Ranger

Posted by: wintermute.4096

wintermute.4096

Hell no. Spirits are horrible atm, they were decent at one point but got nerfed to oblivion on release. For general pve, they need to be traited to move with you at least, costing you a grandmaster trait in an otherwise pretty weak tree. In Dungeons, they usually die in one aoe that was not even specifically aimed at them.

And even if you could get them to stay alive (which you can’t), they would not actually benefit your party much, due to their excessive internal cooldowns.

Guardian play for "ranged" fights

in Guardian

Posted by: wintermute.4096

wintermute.4096

So? Guardian ranged single target is not even that bad actually. The scepter does feel awkward in pvp because of the slow speed, but in pve that is much less of an issue.

Provided you can make your smites hit, the scepter’s single target damage is very close to what you could achieve with the greatsword.

How to get Rare items?! 78% mf

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Yesterday i completed an explorer set in order to get as much mf as i can afford.
so now i got 78 % mf and i tried do some dungeons to get rare stuff, but i got nothin.
did i do something wrong? i mean is there a better way to get those stuff or i just dont have luck ?!

What did you expect it to do? Assuming it works correctly, your chance is 78% higher then it was before, so instead of the base chance of 0.001 (made up number) to pull a rare from a mob, it is now 0.00178 . You are in no way guaranteed to get anything, even if you stacked mf up to 1000% (which is not possible).

+100% burn duration, why can't I do it?

in Guardian

Posted by: wintermute.4096

wintermute.4096

AFAIK, giver’s weapons don’t work currently.

The sigils do stack, but without the giver’s suffix working you are at only 89% with your current setup.

30% traits,
45% runes,
14% sigils.

Try some buff food , that should do the trick for now.

(edited by wintermute.4096)

Daily Achievements

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

What difference does it make? You have 24 hours at 4pm game time.

Theoretically speaking, if the reset happens to be exactly in the middle of your daily gaming time, you only get 50% of the time to finish it. Come to think of it, is there any reason we can no just set up our daily reset time manually? I mean I don’t see that happening in the near future, but it would certainly solve that specific problem.

Confusion is a false choice

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

Confusion builds are non existent in the current meta for a reason. Bring condition removal if it annoys you so much and deal with it.

I personally do not care about underwater

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

At least as long as we have so many game affecting bugs, please do not devote any more work to underwater combat and fix ground based combat first. After all, we spend <5% of our gaming time underwater, and even that is probably overstating the importance of underwater skills…

To give some pointers:
- Fractal Dcs
- Condition builds are worthless in groups
- Engineers lack stats from their weapons in pve
- Mesmers are broken in tpvp
- Karma is worthless

[Thread title edited by moderator for clarity/accuracy. Please refrain from making inflammatory thread titles and from speaking on behalf of every player in the game.]

(edited by Moderator)

class change item for my engineer?

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

With Engineers now in their proper place, we can work on sorting out how to nerf Necros down to be in their intended spot as well, since they have inherited the spot of “Most OP class” after this patch.

Imagine what will happen when some necro prodigy finally learns to effectively use death shroud! Oh, the horror…

New Greatsword adrenaline skill in-game.

in Warrior

Posted by: wintermute.4096

wintermute.4096

What they need to realize is that the flaw is not in this ability, it is in traits and how all make you gain strength as your adrenaline increases. If this was not the case this would be a perfectly fine ability just how it is.

This is what I also thought. The boni we get for activating it are still not that great. Fury is a very nice offensive boon, but we already have near permanent fury uptime for all builds who want it, and stack of might is roughly equal to 1% damage output (at least thats what I heard as a rule of thumb.)

Those buffs would be good if we didn’t already have such great perks for having full adrenaline. By ctivating it, we basically lose 12% damage, 9% crit chance and depending on build even some health regen until adren is built up again.

What I would like to see instead would probably be a nice finisher, maybe even with a small jump like the one on the axe. If is supposed to still be used first, maybe a short immobilize to reduce dependency on bulls charge would be nice.

(edited by wintermute.4096)