Showing Posts For timRAR.2765:

Scourge and Mirage icons flipped

in Bugs: Game, Forum, Website

Posted by: timRAR.2765

timRAR.2765

On the expansion website (https://www.guildwars2.com/en/path-of-fire/) the icons for the Scourge and Mirage are switched with one another. Upon selecting one of them and watching the video, the video shows the correct icon.

What are the Scepter of Orr/Mists?

in Lore

Posted by: timRAR.2765

timRAR.2765

Long live Livia!

Action Camera Updates

in Guild Wars 2 Discussion

Posted by: timRAR.2765

timRAR.2765

I was really happy to see the action camera being introduced, but I still have a couple issues with it that I see as necessary fixes to make it what it should be:

1. Option to change screen location of cross hair. At the moment it is sitting on the back of my head, and I would prefer it to be higher on the screen

2. Left and right click key bind. I realize there are some major programming issues with making this happen, but it is a major part of what the action camera should be. without these key binds it is lacking.

Always interested to hear other people’s ideas.

Trahearne first Reaper?

in Guild Wars 2: Heart of Thorns

Posted by: timRAR.2765

timRAR.2765

I see Trahearne falling to the dragon’s corruption in HoT and becoming a significant story mode boss. The dragon will put extra effort into converting the leader of the Pact.

Continuum Split and Mantras

in Guild Wars 2: Heart of Thorns

Posted by: timRAR.2765

timRAR.2765

This does seem like the type of thing Continuum Split should work with. I guess it does not reapply any buffs the caster had when Continuum Split was cast. I need to test this further.

Reaper as the new Minion Master

in Guild Wars 2: Heart of Thorns

Posted by: timRAR.2765

timRAR.2765

I really liked how MM builds worked in GW1, and I was happy to see the same sort of thing come back through the skill “Rise!” I main a Necro but never play MM in GW2 and decided to try it out with the new minion skill.

Basic build
Weapon: Staff w/ Sigil of Demon Summoning and Water (1 minion)
Armour: Cleric gear w/ Runes of the Lich (
1 minion)
Utility: Well of Blood, “Rise!” (1-5 minions), Bone Minion (2 minions), Bone Fiend (1 minion), Flesh Golem (1 minion)
Traits: Death 1,1,1 (+1 minion); Blood 1,3,1; Reaper 1,2,1

Options:
Well of Blood for Blood Fiend, but I prefer max heals available for minions over the bad heal minion.
Bone Fiend for any other minion you prefer.
Lich Form instead of Flesh Golem, but all living minions when you enter Lich Form will die, so it is only viable to lead with lich form, raise the 5 minions, then leave and cast other summons. This seems a little too much for easy of use imo.

How to:
Make sure you are in the middle of as many enemies when casting “Rise!”
Spam staff 2, dodge roll, and Well of Blood on minions to maintain heals.
Easy to maintain 10-12 minions in large fights, and if you can keep them alive, “Rise!” can summon MORE than the original 5 minions the second time you cast it. This results in an utterly huge swarm reminiscent of GW1 MM.

My Experience:
PvE roaming is easy enough, but large groups of foes are hard to come across for the full benefit of “Rise!” unless in Orr or other higher zones
PvP. I did not think it was going to be great in PvP since there are not many players in one area at a time usually. However, the new PvP game mode surprised me. enemy NPCs are your new friends. When storming the opposing team’s keep there are plenty of NPCs around for “Rise!” to have its full effect. With your over a dozen minions, call target on the lord and it will melt before your eyes.
I have not tried it in WvW or dungeons as I didn’t predict it being hugely useful in those areas, but I welcome input.

Overall:
I was very happy with how things turned out for the MM. and would love to see it come back to full glory.

Reaper Beta feedback.

in Guild Wars 2: Heart of Thorns

Posted by: timRAR.2765

timRAR.2765

My first impressions of Reaper:
1. Gravedigger needs a slightly larger cool down reduction. 80% give you a tiny amount of time between, and with how slow all the GS attacks are, this is useless downtime. I would prefer a simple lowering of damage (if they feel that is necessary) for instant recharge.
2. Reapershoud can be very powerful and I like it, but the scythe is a little too big. I get it, they are making a big statement with a large scythe, and I like the thought, but it is too large. I feel like I am swinging an over sized inflatable toy.
3. Reapershoud 5 has some animation problems if the character moves while casting. It can look like you stopped casting altogether, then suddenly connect with the big frost field.

Haven’t played around with the shouts much yet, but enjoying having a non-transform non-minion elite.

Constructive balance thread.

in Necromancer

Posted by: timRAR.2765

timRAR.2765

I like a lot of the ideas posted here, but I have not seen (forgive me if it is here already) any mention of Life Blast as a Projectile Finisher. It just seems like an oversight that it is not already.

Download Error 6/23/15

in Bugs: Game, Forum, Website

Posted by: timRAR.2765

timRAR.2765

It works! Thanks, orthoptera!

Download Error 6/23/15

in Bugs: Game, Forum, Website

Posted by: timRAR.2765

timRAR.2765

Plenty of people are able to play normally. It seems only a few of us are having problems.

Download Error 6/23/15

in Bugs: Game, Forum, Website

Posted by: timRAR.2765

timRAR.2765

That fix didn’t work for me. I did originally download the update, and even ran around LA, but then there was a new build to download, and I haven’t been able to play since. Have been trying for over three hours now. still can’t download.

Shroud Skill 1 Traits

in Necromancer

Posted by: timRAR.2765

timRAR.2765

On the plus side, Dhuumfire will work rather well on a Reaper.

Shroud Skill 1 Traits

in Necromancer

Posted by: timRAR.2765

timRAR.2765

All the traits that effect Shroud Skill 1 are the same for Death vs Reaper, but Reaper auto attack is TWICE as fast as the very slow Life Blast. Reapers will stack might and apply vulnerability at twice the speed of death shroud and will be able to maintain 25 might with just auto attacks.
Something is wrong here. I feel like both skills need a fix.
(Hey look! A post not complaining about the Consume Conditions nerf! Oh wait, there it is at the end)

(edited by timRAR.2765)

Hiding parts of Outfits

in Guild Wars 2 Discussion

Posted by: timRAR.2765

timRAR.2765

I know there has already been lots of discussion about why we can’t mix and match parts of outfits, so I am not going to go that far. However, we are able to hide the head armor of an outfit, can we also get the ability to hide other sections too? Normal armor lets us hide shoulders and hands, and I would love to have this available for outfits too.

I recently purchased the ceremonial plated outfit. I love the outfit, but I think the shoulder plates are a bit much and would love to just hit them.

Does anyone else agree, or am I alone?

ancient staff head + ecto?

in Crafting

Posted by: timRAR.2765

timRAR.2765

Just confirmed it. The recipe is with one of the salvage-only inscriptions.

ancient staff head + ecto?

in Crafting

Posted by: timRAR.2765

timRAR.2765

I have seen this too, and tried all I could to figure it out. I have made the following observations:
This combination works with any weapon
There are always 7 undiscovered recipes
There are 7 craftable inscriptions

A Better Dragon

in Dynamic Events

Posted by: timRAR.2765

timRAR.2765

Since initial release, and possibly more so since the latest buff to meta event chests, I have thought that the dragons have serious flaws:
1. Uninteresting/easy fights
2. Lack global context
3. Easily farmed

However, I think there is a way to fix these problems, and it would not require much change on Arena Net’s part.

While I think everyone would love to see incredibly fluid world, this is simply not a viable option in the setting of an open world game like GW2.

One of the first problems I saw with the dragons was that players could easily kill them with standard skills. This simply does not make sense to me just comparing the size of the dragons versus the size of players. Additionally, it is not a fun way to fight a dragon, players should have to use siege weapons to take them out. I would envision the fight against a dragon to be much more like taking a tower in WvW: Set up siege weapons to take out strategic parts of the target, and have to defend their siege from being destroyed. You can wail on a wall all day with a sword in WvW, but you wont get anywhere. The same should be true for a dragon’s toe. This would make for more interesting and more dynamic fights that require more than just the players.

This leads right into the next issue: Global context and significance. As of now, the dragons are little more than an enemy which spawns every few hours to give players a chest. They don’t really effect anything around them. When a dragon arrives, whole portions of the world should suddenly be under siege. Messengers should run to major cities for help. Warriors should come running to their aid (and for loot). If the dragon fights are harder as described above, they will need more of the zone devoted to them.(Once again like WvW, supply camps are required to take towers). This will require more players and more time, so the fights will naturally have to take longer, and I don’t think this is necessarily a bad thing. The longer it takes, the more time it gives players to show up for the fight. But how do you get players to show up? Word can spread from player to player of course, but when a dragon spawns there should be heralds in major cities to tell players what is going on (or maybe mail sent out to currently online players). This gives the dragons more context in the world as a whole.

Wont heralds constantly yelling there are dragons up get annoying? Well, How about dragons only spawn once a day? You can only get one chest a day anyway. This would make a dragon spawn much more significant and drive more players to fight it the one time it is up. This also fixes the problem of farming. There is little stupider than players standing around saying “Dragon is up in 15 minutes.” because all spawn times are tracked by 3rd parties like the Dragon Timer. Players should react to a dragon, not predict its arrival.
But what if I miss the fight? I don’t play 24 hours a day either. It’s just one chest, it’s not the end of the world.

tl:dr
Dragons fights more like WvW
Heralds or mail to tell players when dragons are up
Spawn once a day randomly

Big Events or Skill Spam?

in Suggestions

Posted by: timRAR.2765

timRAR.2765

tl:dr Fighting dragons should be more like fighting a gate in WvW.

Teleport To Capitol Cities Should Always Be Free

in Suggestions

Posted by: timRAR.2765

timRAR.2765

At the very least, traveling to any point in a city should be the same cost from outside the city, because once you are in the city, travel is free from within. You are just wasting a loading screen. (Yes, this is ignoring the PvP travel exploit)

Big Events or Skill Spam?

in Suggestions

Posted by: timRAR.2765

timRAR.2765

Recently my friend and I were walking through Sparkfly Fen on your way south when the event for Tequatl the Sunless started. My first reaction was that of great joy. I had never been around for his spawn before, but I had seen clips of it from before the betas. My friend and I both had the same thought process when his colossal form landed: “I can’t do anything to something THAT big, I better run to artillery.” We both ran for the various trebuchets and cannons, attempting to man and fire them, and when we were attacked, defend them from the Risen. But, just a little while into the fight, we were being overrun, yet there were plenty of players there fighting. I saw that nearly everyone had just run in to use their standard skills, so I walked in and attacked. My friend and I were both astounded to discover that we were both able to do a standard amount of damage to him, and more over, it was far more effective to cast skills on him than use artillery. Okay, but then what was the dragon doing the whole time? He would stomp around, make some poison fields; he would roar, fear players away from him; But, everyone could take it. There were just so many players swarmed together attacking, that Tequatl couldn’t do anything but die, and he did in just a minute or so of everyone spamming their skills.
This is a huge flaw. Not only do I think players auto attacks should do a pathetic amount of damage to a monster this large (I was about as big as one of his toes), but he should be able to crush anyone who tries. A fight against a lieutenant of an elder dragon should be comparable to that of assaulting a fortress in WvW: You can’t do anything without siege weapons. Fighting Tequatl should be a fight centered around using and protecting artillery so you can kill him. Yeah, you CAN go up to fight him, but doing something like that sounds like it should be suicide, and it should be.
The event is truly epic, it looks great, and all of the potential for a good battle is there. But if players don’t have to use it, further more it is better not to use it, then the entire event loses its feel, and the big event turns into a skill spam.

Passive life siphon doesn't work. at all.

in Necromancer

Posted by: timRAR.2765

timRAR.2765

I have had no such troubles.

Racials..

in Human

Posted by: timRAR.2765

timRAR.2765

I really loved the idea of all of the human racial skills being centered around the six gods, and was very excited to actually use them, but once I saw them and compared them to my profession skills and other racial skills, I was very disappointed. Playing a necromancer, I found several flaws with human racial skills, and would propose a few changes:
Prayer to Dwayna – only slightly stronger than Consume Conditions, but lacks the additional effect of removing conditions to apply extra healing. As an added fault, the recharge on Prayer to Dwayna is longer, making it solidly worse. I would suggest (as others have above) adding boons to this skill. Not necessarily regeneration, retaliation would be an interesting boon to mix things up.
Prayer to Kormir – I saw this skill as the largest disappointment. As I am a necromancer, skills such as Consume Conditions, Well of Power or Plague Signet are all better choices. I admit, this type of condition specialization is not available to all professions, but even so, Prayer to Kormir lacks much creativity. I would propose looking more into what Kormir is: Blind Truth. Why not do something like apply blindness to the user in return for converting all conditions into boons? That at least sounds worth the utility slot to me.
Prayer to Lyssa – This is actually one of my favourite human racials, with its short recharge it is very usable and can be very interesting.
Reaper of Grenth – Extremely disappointing skill. I spent a long time comparing it the Plague, and still decided Plague was simply better. Yes, Reaper of Grenth allows you to still cast weapon and utility skills, but the conditions it applies do not stack with intensity, and the only damage it deals is from Poison, making it deal very little total damage at all. With regards to the appearance, I just look like I am in death shroud, which (like everyone else in this thread) I found extremely disappointing. At the very least, I would add a base damage per second to this skill, though I think life steal would be amazing. Of course, would love to see a new appearance.
Avatar of Melandru – Not bad, a decent area buff skill. However (it might just be me) I didn’t like the form was large enough. I think of oakhearts as huge and impressive, and I did not feel like that translated at all.
Hounds of Balthazar – Doesn’t need anything.

I liked how the 3 non-elite skills make your character say something, and would enjoy that being carried into the elites. Throughout writing this, I have consistently thought back to the Norn Bear; the human gods have been a huge part of Tyrian history, and it is sad to see them so out shined by the spirits of the wild.