Showing Posts For trlent.9607:

[Suggestions] Please Bring Back these Gem Stores Items

in Guild Wars 2 Discussion

Posted by: trlent.9607

trlent.9607

The Candy Corn Gobbler Pack! I missed this offered 2 years ago at halloween. Would seriously buy gems with money to get this item even. Please bring it back! if even for a day!

WvW Ideas

in WvW

Posted by: trlent.9607

trlent.9607

One of the things I have noticed since HoT launch and have also felt myself is I miss the Old Borderlands Map. I like the new one, but I feel like the subtraction of the old one and complete replacement of it with the new one was too much of a shift.

At some point I wouldn’t mind even seeing it return and have perhaps 3 WvW maps to have coverage on: EB, Old Borderlands Map, New Borderlands Map. It would eliminate a whole map to have coverage on which are usually dead anyway… and keep a great variety in the mix without wasting the developer talent of both old and new. Anyway just my 2 cents and a few people that I run with. Thanks for all efforts and new additions to the game.

Reaper Shroud A little Too OP

in Necromancer

Posted by: trlent.9607

trlent.9607

Reaper is so overpowered, especially condition reaper. It needs a hard nerf… my pu mesmer had a hard time vs a reaper necro running a condi build and fire spam in shroud. With duelist traits, a mesmer should effectively duel and defeat ANY class or player 1 on 1 with ease. Please fix reaper before launch because its not even close to fair now. It is borderline like stealth trapper condi thieves which kill you without ever being seen accept you can see them and they simply have 2 hp bars and burst you down with extreme damage

(edited by trlent.9607)

Weapon Swap for Rev in 1 word:

in Revenant

Posted by: trlent.9607

trlent.9607

I love the new Shiro addition to Rev.
Weapon swap rev is much better than without it because of range/melee ability, but I wish they would have done Revs based on weapon + Channeled Legend instead of a full swap. Now Heavy Soldier classes have 3 swappers but both scholar and adventurer professions have 2.

I like the Rev Idea… but it just isn’t as interesting with the way of implementation. If current build goes to launch, i may not even roll one.

How to Improve Revenants ideas

in Revenant

Posted by: trlent.9607

trlent.9607

Ah yes, I agree with keeping it Lore appropriate. It was one of the disconnects I initially felt in GW2 because I wanted more tie-in to the original.

Also like the idea of having a weapon with 2 Legends be Melee based and 2 Ranged. Could allow one person with their Zerk armor/Condition Set to get the most out of it by being melee or ranged depending on the situation without having the weapon swap.

It could make a small limit on overall ability say if you arent in mallyx legend your conditions applied may not be as numerous, but this would make a good purpose for equipping a different another weapon instead. One weapon could have Mallyx be ranged, the other weapon with Mallyx melee.. that way to “specialize” in ranged condition damage you run a certain weapon… you can still do melee condition in another legend but it would be more effective to equip another weapon if you want to do top condition dps in melee.

This also goes along with having a Legend have a passive or automatic effect while being channeled.

How to Improve Revenants ideas

in Revenant

Posted by: trlent.9607

trlent.9607

More great ideas in the above posts.

A few things I like about current Rev test version-

The combos effects are nice.
- In wvw stacking and double blasting fire fields in hammer is nice. Double blasting stone path/ele electric field for swiftness stacking is nice. A little more mobility would be decent, perhaps a leap or rush in Jalis Legend or Shiro Legend, a passive 25% increase in a legend (talented (or signet)), swiftness of some kind other than the blast finish model, because on the run its nice to apply while moving instead of being forced to stop to apply swiftness effectively.

-The Current Mace/Axe combo looks decent in melee condition and notably the triple blast finisher which if you back up can land 3 blasts in own fire field for 9 might .. makes a really nice ‘empower’

Dedicated healing in a support mode is an interesting way of playing support as well as shielding/booning options. Not saying make all game content require dedicated healers but if healing power was worth stacking it would get so much more use and if someone chooses to be a support heals, great .. their dps or survival is low… apply poison, cc/daze/stun + kill them first and win. It adds much more dynamic to fighting instead of just blow everything and anything up. Also could make for some fun harder mode content that would benefit from support players to make it easier to defeat in PvE Loved dedicated healing and shielding support in GW1 content and would enjoy a return of it to flavor game content in the intended Damage – Support – Control Playstyle.

—Back to Rev Specifically—

Would like to see variety on Rev skills:

-No weapon swapping. Keep this as is because it is on Par with the other Soldier, Adventurer, and Scholar Models which run 2 switchers and 1 that doesn’t swap weapons, instead using only one.

-Add ability from lack of swapping by having 5 Weapon and 3 Utility Skills that change based on the current Legend you channel. Within each Legend it can then be possible to make a weapon function differently such as Melee and Ranged, AoE/Single Target, Support Block,Buff, Heal&Boon/Condition Damage, and of course Power&Crit damage.

Pretty much change it all based on Legend, would have play style unlike any class available (Ele is the closest but they are spell based and Revs are more Melee Based)

The changes would make it feel a real true transition as if you are somebody else at the time of channel and swapping legend. This also makes Rev interesting because you could literally change play style directly simply by swapping legend.

Weapons could be tuned to do the opposite behavior of another weapon:

Example of Opposite Effects of Weapons Within Legends:

- Hammer is Ranged Channeling Jalis, Mace/Axe or Staff can be Melee on Jalis.
- Hammer is Melee Power Damage on Shiro, but Mace/Axe or Staff is Ranged Power damage on Shiro
- Hammer is Ranged Condition Damage on Mallyx, but Mace/Axe or Staff is Melee Condition Damage on Mallyx
- Hammer can provide melee support, boons, heals, shields on Ventari, but Mace / Axe or Staff provides ranged support,boons, heals, shields, walls on Ventari.

General Role-

Jalis – Control Warrior & Tanky Survival Mode
Mallyx – Damage Condition Mode, Dps Boon Condition Support
Shiro – Damage Power Mode, Dps Boon Critical Support
Ventari – Support Healing, Shielding Mode

Invocation – The necessary utility line to make everything useful/viable but takes up the 3rd talent tree spot so you have to effectively choose 2 roles you are really good at which you switch between based on your goals and/or current circumstances. This is after all the sense of the talent tree system is to limit possibilities at a given time, and we get a full 3/5 Lines now, more variety than ever before.

-Passive Effects from Channeling Current legend could also add a dynamic that further makes the transformation in the moment feel complete.

(edited by trlent.9607)

My [big] Revenant Rework

in Revenant

Posted by: trlent.9607

trlent.9607

I agree with keeping it unique and its own feel. Revenant needs to be something different in order to justify playing it vs other classes.

It is smart to keep it from being a Heavy Elementalist. Having utility skills change in addition to weapon skills to unique versions based on Legend Channeled would allow diverse play styling without needing weapon swapping and would provide a unique type of play not currently available on other classes because of the utility skills difference. There really wouldn’t be a need to have a full set of 20 utilities per Legend but say 5 choices for each one and the racial skills. With proper utilities and weapon skills it makes the class different in knowing which Legend to channel at what time.

The rest of the difference can be made up in weapon function which ranged hammer is already starting to pull off a unique weapon style. For versatility of people feeling trapped by Range vs Melee in one weapon without swapping, the same weapon could be ranged under a certain Legend and melee based in another.

This would make a fun dynamic in PvP and PvE because you could shift Legends based on the circumstances you are in and play differently to combat a person attempting to kite you vs a person attempting to keep you in melee range so they can lock you down. Or even to defend condition bunker vs melee bunker. Or switch from support/control based to damage.

A person fighting you in PvP would have to know how you function when they see a Legend switch and understand in this new legend you go from being ranged to a melee powerhouse so they would need to approach fighting you differently as well which is fun and challenging to shift perception.

From above:

" Each weapon would have a ranged/AoE and melee version of their skills that depends on the Legend in use. Ventari could be ranged and Jallis melee for instance. Equipping 2 melee legends would be like equipping 2 melee weapon sets; changing Stances could refresh weapon skill to make it more like having 2 sets."

- I love this idea, it is exactly what i am talking about. Also like the idea about stances having passive effects. Many great ideas in this thread. To the devs, I love the visual effects and what you have done thus far working on the class and the ideas of these great people here are solid. Weighted and combined, they make the class that would be superb on launch, take time and get it great and thanks for the fun.

(edited by trlent.9607)

Weapon Swapping would be CLUMSY for Revenant

in Revenant

Posted by: trlent.9607

trlent.9607

Id rather see each Channeled Form Provide different skills with the given weapon than see weapon swapping added.

Soldier Profession:

Warrior (Swaps), Guardian (Swaps), Revenant (Doesn’t Swap) = 2 swap, 1 doesnt.

Adventurer Profession:

Thief (Swaps), Ranger (Swaps), Engineer (Doesn’t Swap) = 2 swap, 1 doesnt

Sholar Professions:

Necro (Swaps), Mesmer (Swaps), Elementalist (Doesn’t swap) = 2 swap, 1 doesnt.

The model fits perfectly with the existing play system. But in each channeled form in my opinion I would enjoy having different skills for the given weapon than the same across the board. Switching utility skills is nice, switching both utility and weapon skills would add a significant variety and would also allow this class to function in a distinct different than say elementalist where you keep the static utility skills across the board.

(edited by trlent.9607)

My [big] Revenant Rework

in Revenant

Posted by: trlent.9607

trlent.9607

Functionality I would love to see on Rev:

I like the idea of not swapping weapons. Works since both warrior and guardian swap weapons. Both Ranger and Thief Swap but Engy doesnt. Both Mesmer and Necro swap but Ele doesnt so it gives a Soldier Profession that doesnt swap. Also nice to have a 3rd Soldier option to round everything out.

That said: I agree with others and feel the class should have different functionality in each form given the weapon your holding (like Ele does in a way, or Engy Kits do, but still keeping the class to its own unique abilty in forms)

Jalis Dwarf Mode: Tanky Support type skills, Knockdown, Self Block, taunt, stun, self Protection, self Condi Remove, Etc., stability — // Being in this form should reduce the damage taken of self by 10% while the form is active.

Jalis Ironhammer was stoic and channeling this form you should be strong and exceptionally difficult to kill.

Ventari Mode: Healing, Regen, Barrier/Block Shields, Group Protection, Group Condi Removes, Resistance. Have the tablet follow you if you get out of range and stay in range. once it reaches ‘in range like 1200 feet away it stops and you can order it to pass through people’ —// Being in this form should increase the amount of healing done to others by 20% and /or possibly increase Boon duration as well (perhaps a talent)

Channeling Ventari is fitting to be of nature and renewal of others. Helping and compassion for others.

Shiro Mode – Physical High dps skills, tons of power damage, possibly fury/quickness, might, critical hit options (talents), evasive style of moves — // Being in this form should increase damage or critical hit chance by some amount – perhaps talented options to add nearby player options like increased critical hit or ferocity

Channeling Shiro – Critical hits and Ferocity to increase effectiveness of crits seem to fit Shiro as Power is one thing alone, but perfection of blades and study of Masterfully using them definitely gives the feel of this mode.

Demon/Mallyx Mode: Condition Based Dps – Ranged condi on hammer, and other condi+curse options — // Being in this form should increase condition duration and/or condition damage (perhaps add one with a talent and have one be the base effect)

Demon/Mallyx Mode: In this form you should definitely get the feel of being an accursed burden to your enemies. Appearance of Dark & Black Magic and cursed conditions drain away the life of your enemies as they suffer your existence.


Kite options on ranged weapons. Gap closer on melee weapons. and Mobility options , swiftness and a leap or something.

(edited by trlent.9607)

Pick 2 words to describe Rev this beta

in Revenant

Posted by: trlent.9607

trlent.9607

Weak & Slow

Weak (Damage Pressure) + Slow (Low Mobility).

Blast Finishing the path for swiftness works slightly when stacked but on the run waiting for the path to build to get a blast off as you run off the tip from its short range is irritating to say the least. Leaps / rushes / gap closer absent. The range hammer KD might help a little but seriously on a warrior you can both close gap and then use the knock down

Alot of people complaining about Rev

in Revenant

Posted by: trlent.9607

trlent.9607

Revenant seems in a mediocre state at the moment at best. Ran PvE 2hr and WvW 2 hr its damage seems a bit underwhelming compared to some other classes. Control wise and mobility as well definitely preferred my Warrior more. The ranged hammer idea is interesting but definitely could use some damage tweaks and perhaps slight buff on cd esp #5. Some said that the lines hit through walls which i guess could be dialed back but others can do similar things with other skills so its not a huge deal. I like the visual effects of the class and think with some balance and building it could become something very worthwhile. Would love if tablet auto followed (maybe even have it autofollow with auto attack turned on) Ranged condition damage option would be a plus as well. Like the stoneform idea

To those with update problems.

in Guild Wars 2 Discussion

Posted by: trlent.9607

trlent.9607

Did this workaround on Windows 7 x64 May Temporarily Be a workaround to allow you to update. Was also stuck at 0 kb/s (NorthEast US)

1. Close the GW2 Launcher

2. Open Notepad (Run as ADMINISTRATOR)

3. Edit C:\Windows\System32\Drivers\etc\hosts using notepad (run as administrator)

4. Add this line at the bottom:

174.35.56.164 assetcdn.101.arenanetworks.com

5. Save the file. (If Notepad prompts you to save it as a new file, you need to start over and run Notepad as administrator.)

6. Run GW2 Launcher

If this still doesn’t help, you may need to change the address above and try a different number (e.g. assetcdn.102.etc..).

Later if the issue is resolved you can simply re-delete the line from the hosts file.

Hope this helps, worked for me.

(edited by trlent.9607)

Love the game, missing a bit of GW1 flavor

in Suggestions

Posted by: trlent.9607

trlent.9607

Just wanted to say, love this game and many things that are to do with it. Frequent updates and content are amazing and well done. But would like to see some of the GW1 flavoring style to tie the game a little in with gw1 instead of feeling like a nearly unrelated title. For instance, I liked the way gw1 skills had pretty distinct graphical and sound effects (conjure phantasm, ranger preparations and shot effects) . Moves seemed a little more enjoyable to use when they made some interesting sound effect when used. Other than that id say keep up the good work and more content even tying in the lore of the first game as well maybe even a spin off of it or something… hidden discovery of dwarves that survived (a secret stone summit society that has been underground or something)… even a dungeon which each person can take their character in to unlock a special skill or something for that character by reading an ancient tome at the very end after killing last boss (which skills could be a different skill for every class).

THANK YOU! Dungeon was great

in Flame and Frost

Posted by: trlent.9607

trlent.9607

I have to say I agree with the others. Ran the dungeon last night with guildies and this new dungeon is the best and most fun dungeon in the game. Loved the mechanics, was brilliant design and would like to see this and others like it become permanent additions to the everyday game. TY for the great fun Anet

Why did you deviate so much from GW1?

in Guild Wars 2 Discussion

Posted by: trlent.9607

trlent.9607

Disagree with OP for this gamestyle. Other mmos are/were a money sink and grind, this game you can really pay once and play at anytime without paying another dime. I had all gw1 proph and all 3 xpacs, loved it all and love this game too. I enjoy having something new to do and not be bored all of the time. With no sub can also stop and quit and come back at any time and not feel chained to the sub fee. I dont know about you but from all of my alts I have got so many black lion keys I have like 27 repair canisters not to mention like 10 of every type of boost in the bank. It really doesnt take that long to farm gold and to get anything else you really desire on the TP for gems with gold. I bought all character slots to have one of every class and 2 bank tabs all with farmed gold and didnt pay a dime. The game is fine, paying real money for gems is either to say thanks for the great game at this point or to get items faster without farming.

I miss playing a healer

in Guild Wars 2 Discussion

Posted by: trlent.9607

trlent.9607

I whole heartedly agree. I loved healing in past mmos and loved healing in GW1. Healing was one of my favorite types of support and while support builds are effective in this game, its far less easy to see the actual impact that you have made to a person or group. Before with healing you could see their health bar jump to full or see the icons that you specifically cast on them instead of a global set of icons that all buffs share. I really love the game the way it is now but I surely wouldnt mind if they added more healing or even a healer specific type support role. The only other major gripe id have is aggro management. It would be nice to have tools to hold aggro to a person or individual even if everyone mitigates the damage in different ways, as it stands now many mobs/bosses just run around erratically target to target and it can get annoying having to chase them all over the place all of the time. I would rather have them be more stationary but have fun tricks to have to learn / overcome to defeat them