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Blumpf.2518

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  1. This is for PVE only! With the latest Balance changes and the upcoming changes - if they are released as stated at the moment -the DPS of all classes is way too high. You can skip phases with DPS or just burst down the enemy so hard, that he wont use mechanics at all or only just a few. The so called "High-End content" - Raid CMS, Fractal CMs, Strike CMs becomes a bad joke if DPS is so high that the battle is so short that you hardly see any of the bosses mechanics. And thats exactly what makes fights really lame and boring. So heres my suggestion: Nerf every skill that does DPS to bring down the classes to a reasonable amount of damage. Now im talking about Golem-Damage in the raid training Area cause thats usually used as an Indicator. Nerf easy to play classes down to 15k Golem-DPS Nerf medium to play classes down to 20k Golem-DPS Nerf hard to play classes down to 25k Golem-DPS Nerf the Tank/Heal/Support Specc down to 5-10k DPS. And another suggestion while we are at it. Tanks/Healers/Supporters shouldnt be able to permanently keep up the important boons like quickness/alac if they have no boon duration at all. Better change it, that with 50% Boonduration you can achieve permanent quickness/alac but with no buffer, should the rotation go wrong or you get interrupted then the group loses the boons for a short time. And under 50% boon duration it shouldnt be possible to have that boons up permanently. The good players will be able to play with 50% boonduration and those that want to play safe can take something between 50-100% boon duration to make sure boons are always up, even if something goes wrong.
  2. EDIT: This needs more testing. Things described here could be wrong.
  3. So, Anet, heres what you should do. Since the "Endgame" in Guildwars2 is collecting Skins, you should add Skins for EVERYTHING and offer them in the Gemshop, BUT at a reasonable price. Some Skins we badly need: Mechanists Mech Skin to get rid of the ugly Jadelook. (For example: Transformer Style, Anime Style, Golem Style, Bloodstone Style, Asura Style, Steampunk Style, CatGolemStyle etc.) Skins for Nekro Minions. (Sold as 5-Packs) Skins for Engineer Towers. (Sold as 5-Packs) Skins for Ranger Pets. (Sold in Packs for each Type of Pet. (Bird/Dog/Cat etc.)) Skins for Elementalists summoned Elementals. (Sold in a pack that contains lesser and greater Earth/Air/Water/Fire Elemental Skins) Make em cost about 1 Euro = ~100 Gems per Skin and people will totally freak out and buy em all and you will become superrich. Example: A Jade-Infused-Nekro Minion Pack would cost 500 Gems and have 5 Skins. Important is: Skinned Things must be recognizable, so people always know what it is. A siege Turtle Pet that looks like a dragon wouldnt work.
  4. No.1 If a class is able to do the Job of a healer, either give that class - Barrier - OR Quickness - OR Alacrity But not 2 of these in addition to groupheals. No.2 If a class cant do the job of a Grouphealer, let it have both, Alacrity and Quickness. No.3 If a class can give Alacrity or Quickness or Barrier, look how easy other classes can give that buff. And then give that class the same easy access to it. If a class can give perma quickness, by lets say, pressing F1, its not good if another class can only give quickness when using a complicated rotation and using gear with boonduration. No. 4 Weapon Skills should not be better than utility Skills. If you make Weapon Skills Superstrong, people will not care about utility Skills anymore and equip passive utility skills that they can ignore. Best/Worst example is the Engineers Rifle. It is so strong that people dont use kits anymore because the Rifle Skills are better than the kit skills. No.5 If you design a Powerclass, make sure that class can have 100% Critchance. If you Design a Condition class, make sure that class can have 100% Condition Duration. If you have something like 97% Critchance and your best DPS Skill doesnt crit, thats meh. And for Condi, the difference between 94% or 100% Condiduration is often 2-3 Condition ticks. No.6 No class should be able to do EVERYTHING at the same time. If you have something that can tank, heal, buff and meanwhile even deal decent damage it will be so overpowered that everyone will use this class. No. 7 Supporters shouldnt be able to deal almost the same damage as DPSer. Instead they should have the choice: Use support gear with boon duration and keep up their boons all the time, but lose damage because of the support gear. OR use DPS gear, but have bad boon duration. Something like a quickness Firebrand or a quickness Harbinger is bad game design, cause they do almost the same DPS as Condi-Firebrand or Condi-Harbinger.
  5. I realized that its pointless. And instead of wasting time here now, i help friends and guildmates instead of trying to tell random strangers, especially beginners, that there are better and easier alternatives in raids. Its pointless, cause when i say "Hey, i see youre having some problems, why dont you try this and this...." then the answer is either "But ... snowcrows ... but meta ... but Snowcrows!" or "No one tells me how to play. Go Eff yourself!" If they think that theyre as good as snowcrows, fine, let em play the builds and compositions that allow snowcrows to speedkill stuff. But from my experience and all the kitten random wanabe snowcrows raids i joined, its that the problem for this groups is always: Bad Boon Uptime cause not enough Boonduration, not enough DPS to phase bosses while boons are up, not enough heal so people go down and have to be rezzed, therefore DPS sucks and then boons suck and heal sucks and the raid wipes, or its just people not knowing their classes and playing bad with bad rotations and low DPS, or everything at the same time. But hey, not my problem anymore. I have my weekly fullclear guild, my friends and guildmates and i dont care about randoms anymore. If they wanna learn it the hard way, fine, not my problem. I tried to help em, but failed, cause they dont want the help. So, let em suck and die and wipe with snowcrows gear and builds, and then give up raiding , i dont care anymore.
  6. Fixing Firebrand would be really easy. Heres how: Firebrand doesnt get all the 3 Tomes on F1-F2-F3, but must chose which F-Skill he wants to improve. First 3 Traits to chose from: - F1 becomes Tome of Justice - F2 becomes Tome of Resolve - F3 becomes Tome of Courage Or what you could do if you want to keep all Tomes, you could remove the conditions and the boons and make it like: First 3 Traits to chose from: - Every F1-Skill applies 3 stacks of burning - Every F2-Skill applies Regeneration, Vigor and Quickness - Every F3-Skill applies Stability, Resolution and Protection And then youd have to choose. Wanna play Condi-Firebrand? Then improve F1, but you will lose a lot of utility. Wanna be heal? Choose F2, but you wont be dealing that much damage then. Or wanna be a group supporter? Then chose F3, but heal and damage wont be that good then. And btw. in general, aNet should do this for all the classes: If the class is able to heal the group, only allow: HEAL + Alac OR Quickness OR Barrier, but not 2 of these, cause its to strong. Only allow Alac+Quickness or Alac+Barrier or Quickness+Barrier, if the class cant heal the Group. But if you allow stuff like Mechanists Heal+Alac+Barrier, it will be so overpowered that everyone will use it and it will destroy the meta like now. Heal-Alac-Mechanist + Quickness-Firebrand is the way to go if you do Raids or Strike CMs now, cause compared to this combo everything else is way to weak. And im saying this being an Engineer Main who plays Engi since GW2 release. Oh and its also a bad idea to have Engi Weapons deal more Damage with Autohits than Engi-Kits with their Kit-Skills. The rifle made Bomb-Kit and Grenade-Kit useless for power-DPS cause rifle damage is higher than the Damage when using kits. If you want the people to use the kits, you have to make the Skills of Kits better than a Weapons Autohit.
  7. Needing a Warhorn for enough Quickness is a really bad idea cause it cripples your DPS. If you cripple the DPS of warrior, no one will use Warrior for Quickness when other classes can give quickness too and do more DPS. If you dont wanna make Quickness Warrior useless you either have to give Quickness passive, like the Harbinger does when in Harbinger-Shroud, or you have to give quickness with Utility Skills. But having to play a warhorn for enough quickness is bad. And its also a bad idea to have traits that increase Boon Duration or increase Quickness Duration, cause that means you have to play that traitline, which cripples your DPS again. Every Warrior has to play Discipline Traitline in PVE cause theres nothing as good as that one. When youre playing an Elite Specc you have Elite-Traitline + Discipline-Traitline as fix traits. Now if you have to use Tactics for Quickness Duration you either cant take strength (power-DPS) or arms (condi-DPS) Traitline. And then your DPS sucks and people will just use a Scrapper/Firebrand/Harbinger and Warrior is still useless. What you could do is give EVERY traitline a trait that increases Concentration. But it has to be a minor trait so its always active. For example: Strength: 5% of your Strength is converted into Concentration. (about +10%) Arms: 7,5% of your Condition Damage is converted into Concentration (about +10%) Defense: 4% of your toughness and 4% of your Vitality is converted into Concentration (about +10%) Tactics: 12% of your healing power is converted into Concentration (about 10%) Discipline: Using F1 increases your Concentration by 30 for 15 Seconds. Stacks 5 Times. (+10%)
  8. So, the Patch made it possible to give Quickness as Warrior, BUT there is one Problem. Warrior cant keep it up permanently. With 100% Boon Duration, the F1 gives 6 Seconds of Quickness, but only every 10 Seconds. So, even with Alacrity which lowers the cooldown to 7,5 Seconds, and if you time your F1 perfectly, there is still 1,5 Seconds without Quickness. Berserker only does it when entering Berserker Stance, so its not viable, Spellbreaker is meh in PvE and Bladesworns stupid class mechanic makes him barely useable in Bossfights, so all thats left is the Core-Warriors F1 for quickness. Now you could say, "use banners then as well. They give quickness too!" But even with the trait that Banner Boons last 50% longer and with 100% Boonduration, a Banner gives 9 Seconds Quickness with 60 Seconds cooldown. And compared to other classes that is a really bad ratio of Boons compared to cooldowns. And, on top of that, other classes have a really easy way to provide quickness. Lets take Scrapper, all you need is 3 Gyros and use them on cooldown and the F-Skills that provide Superspeed, and you have enough quickness for everyone, even with Gear that doesnt have any boon duration. Or the Harbinger, all you need for Quickness is : enter harbinger shroud and then buff it automatically. So the Warrior should have something similar. And thats what you could use the Banners for. Heres my Suggestion: Change Cooldown of normal Banners to 40 Seconds. (30 with Alac) Change Cooldown of Elite Banner to 80 Seconds. (60 with Alac) Normal Banners provide 1 Second (2 with 100% Boonduration) of quickness every 5 Seconds. This effect triggers 5x Normal Banner = 5/10 Seconds of quickness with cooldown 40/30 Elite Banner provides 2 Seconds (4 with 100% Boonduration) of quickness every 5 Seconds. This effect triggers 5x Elite Banner = 10/20 Seconds of quickness with cooldown 80/60 So what does it do? Normal Banners give 5 Seconds of Quickness (10 with 100% Boonduration) and Elite Banner gives 10 Seconds of Quickness (20 with 100% Boonduration) Now lets take 60 Seconds where you can use Normal Banners 2x and Elite Banner 1x (without Boon duration) With one normal Banner used twice: 10 Seconds With 2 normal Banners used twice : 20 Seconds With one normal Banner used twice and Elite Banner used once: 20 Seconds With 2 normal Banners used twice and Elite Banner used once: 30 Seconds - And this is the point where you can have perma-quickness if you have 100% Boon Duration on the equip - Using 3 normal Banners would work too. With 100% Boonduration you provide 30 Seconds Quickness with 30 Second Cooldown. You could also play with 3 normal Banners and the Elite Banner. That way you wouldnt need 100% Boonduration on the equip and could focus more on DPS gear. Since you wouldnt need F1 for quickness, but only Banners you could play this on every Warrior Specc. And since it works with 3 normal Banners, it doesnt block the Elite Utility Slot. And its as easy to play as Scrapper or Harbinger, cause all you need to do is use Banners and then just Focus on DPS. And, last, to make Banners fit better into the Warriors Rotation, change them so, that placing them does Area Damage within a 900 Radius and placing them is a Combo Finisher Explosion. And remove the ability to pick em up, cause thats stupid and messes with rezzing downstate people.
  9. If i was Anet i would make Chrono like this: Shield Skills: Shield 4: Its good as it is now. No changes. Shield 5: When cast buffs 1 Second of Alacrity and Quickness in a 360 Radius. When the Wave returns to the Chrono, buffs 1 Second of Alacrity and Quickness again. Enemies hit by the wave are Crippled, Chilled and Slowed for 2 seconds. Well Skills: (Damage listet here= Damage without any items equipped) - Well of Eternity: Pulses 4x, Duration 4 Seconds, Every Pulse heals 1500 and removes 1 Condition. Combo Field: Water, Cooldown 25 Seconds. 5 Friendly Targets - Well of Calamity: Pulses 4x, Duration 4 Seconds, Every Pulse does 299 Damage, 1st Pulse: Cripple 1 Second, 2nd Pulse: Cold 1 Second, 3rd Pulse Slow 1 Second, 4th Pulse: Immobilize 1 Second, Every Pulse removes an enemy Boon. Cooldown 20 Seconds, Combo Field Ice, 5 enemy Targets. - Well of Precognition: Pulses 4x, Duration 4 Seconds, Every Pulse gives Aegis 1 Second and Stability 1 Second and breaks Stun, and gives 10 Endurance. Combo Field Ethereal. Cooldown 30 Seconds. 5 friendly Targets. - Well of Recall: Pulses 4x, Duration 4 Seconds, Every Pulse does 149 Damage, 1st Pulse: Cripple 1 Second, 2nd Pulse cold 1 Second, 3rd Pulse slow 1 Second, 4th pulse Cripple+cold+slow 1 second. Every pulse gives 1 Second Alacrity to 5 friendly targets. Combo Field Etheral, Cooldown 25 Seconds. 5 enemy Targets and 5 friendly Targets - Well of Action: Pulses 4x, Duration 4 Seconds, Every Pulse does 149 Damage, Every Pulse gives 1 Second Quickness, 2 Seconds Superspeed and 4 Seconds Swiftness. 1st Pulse: 5xVulnerability 5 Seconds, 2nd Pulse, Weakness 1 Second, 3rd Pulse Blindness 1 Second, 4th Pulse 5x Vulnerability 5 Seconds + Blindness 1 Second + Weakness 1 Second. Combo Field Ethereal, Cooldown 25 Seconds. 5 enemy targets and 5 friendly targets. - Gravity Well: Pulses 4x, Duration 4 Seconds, Every Pulse does 399 Damage, 1st Pulse: Pull+Cripple 1 Second, 2nd Pulse: Float+Cold 1 Second, 3rd Pulse: Knockdown+Slow 1 Second, 4th Pulse: Knockback+Daze 1 Second. Traits: 1st Minor Trait: Gain Access to Shield + Wells + Continuum Split First 3 Traits to chose from. 1. Disabling a Foe applies 1 Second of Slow, Cold and Cripple 2. Shattering gives your Illusions Swiftness, Superspeed and Quickness. Shatters deal 10% more Damage and have 10% more Critchance vs movement impaired enemies. 3. Wells heal for 299 per Pulse 2nd Minor Trait: You gain 1 Second Alacrity and 1 Second Quickness for each Clone you shatter Next 3 Traits to chose from: - Whenever a Well Pulses it buffs Quickness to 5 targets for 1/2 Second. Increased +10% Critchance and +10% Damage vs Enemies that stand in a well. - Whenever a Well Pulses it buffs Alacrity to 5 targets for 1/2 Second. Shattering a Clone reduces the Cooldown of F1-F2-F3-F4 by 1/2 Second. - Alacrity applied to you is stronger, but has shorter Duration. 50% Cooldown Reduce instead of 25%, but Duration Decreased by 33% 3rd Minor Trait: Movement Speed +25%, Incoming Condition Duration of Cripple, Slow, Chill and Immobilize reduced by 25%. Last 3 Traits to chose from: - Shattering a Clone Applies 1 Second of 5xVulnerability, Weakness and Blindness to Enemies and 1/2 Second Swiftness, Superspeed and Quickness to friends. - Shattering a Clone Applies 1 Second of Slow, Cold and Cripple to enemies and 1/2 Second Regeneration, Protection and Alacrity to friends. - Whenever a Phantasm would become a Clone for the 1st Time, it resummones itself again and attacks again, but deals only 50% damage. When it becomes a Clone, the cooldown of all skills is reduced by 1 Second.
  10. After reading the Notes for the upcoming Balance patch, im thinking that anet just dont likes people playing a power class. The reason is quite simple, its the traits that gave bonus to stats. Spotter +100 Precision Empower Allies +100 Strength Assasins Presence +150 Ferocity Pinpoint distribution +100 Condition Damage Banners +100 Strength/Precision/Ferocity/Condi Damage Now you could say, that Condi classes lose 200 Condition Damage, but in reality almost no one plays with pin point distribution, so its only -100 Condi Damage cause Banners are gone. Now on the other side, spotter, assasins Presence and empower allies are used quite often. And worse, Condition DPS skales linear while Power DPS does not. For Condition its, lets say, Bleeding x Condition Damage Bonus x Condition Duration. Duration is almost always 100% = 1, so its the Condition Inflicted x Condition Damage Now for Power its Skill Damage x Powerbonus x Critchance x Critical Damage And the Patch just removed 200 Precision, 200 Strength and 250 Ferocity. Lets take a typical Power class for example: Before Patch: 3000 Strength, 100% Critchance, 250% Critdamage. Multiplied: 3000 x 1 x 2,5 = 7500 After patch: 2800 Strength, 95% Critchance, 235% Critdamage. Multiplied: 2800 x 0,95 x 2,35 = 6251 6251 / 7500 = 83%, so power DPS would lose about 17% Damage. Condition on the other Side, loses a lot less Damage, cause they only lose 1 important stat instead of 3. Typical Condi Player has about 1800 Condition Damage. Now if you lose 100, thats 1700 / 1800 = 6,5 % Now while its a good thing to remove traits like empower allies, spotter and the banner bonusses, the bad thing is, that this patch fails to compensate the lost stats. They tried it with improved fury which now gives 25% instead of 20%, but thats not enough. 21 Precision is 1% Crit in GW2. Spotter + Banners = 200 Precision, so thats 9,5% lost, while improved Fury gives 5%. For Warriors its even worse, they lose 250 Precision = 11,9% Critchance. Anet also improved traits that give an improved critchance and for some classes, like engineer, they work, cause theyre in the right traitline. But for other classes they dont, cause they put em in Traitlines no one will really play while doing endgame content like Raids or Strikes CMs. Lets take the Warrior. Power warri always had Problems having 100% Critchance, thats why many use Rune of the Thief which gives 300 Precision, but still needed Spotter and Banners to get there. Now with Spotter and Banners gone and the improved Fury Trait being in the ARMS Traitline its really hard to reach 100% Critchance. As Warrior you still need the Disciplin Traitline, cause improved Axes and Bonus Adrenalin. Next Thing you need is the Strength Traitline, cause not having it, is such a big DPS loss, its not worth playing warrior without Strength traits. This means, that when playing an Elite specc, you have Elite+Strength+Discipline = no Arms traitline, no improved Fury. What you COULD do is play Core Warrior with Strength+Arms+Discipline, but its quite questionable if this could reach the DPS output of other speccs. What anet shouldve done is, just leave the +critchance traits as they were and instead make Fury 30% instead of 25%. Or raise the base critchance that every character has from 5% to 10%. But, fixing the critchance problem with traits, works only when they are in the right traitline. If they are in a traitline, that no one who plays power DPS uses, they dont help at all.
  11. Spotter got removed, so all classes lose 100 Precision. Banners got changed, so all classes lose 100 precision and Warriors even lose 150. Fury got buffed from 20 to 25%, so all classes gain 5% more Crit than now. But, since 21 Precision is 1% Crit, all classes lose 9,5% Critchance from precision and gain +5% from changed Fury. So, basically all Power Classes lose 4,5% Critchance and Warriors lose 6,9% Critchance. Is it just me, or doesnt Anet want people to play power classes with a 100% Critchance ?
  12. Use this build then: http://gw2skills.net/editor/?PegAkqlZw0YtMXWMO2LvRNA-zRJYwRDfZUbCURBo2BJASAhGSMDA-e 100% Boon Duration for Alac and all the other nice Boons. Barrier Signet for more Barrier=more Alac. Important: To give enough Alac, always complete the auto attack chain when on Mace, before using another skill, because the 3rd Mace Attack gives Barrier=Alac. Rotation Example: Barrier Signet, Grenade 2, Grenade 4, Grenade5, 3x AutoAttack, Mace2, 3x AutoAttack, Mace3, 3x AutoAttack, Pistol 4, 3x Autoattack, GrenadeKit ...
  13. If you play a heal/support in group-content, its a lot of fun. You can heal and buff all day long and everyone is happy. BUT if youre a healer with heal equip and youre doing other stuff alone, for example playing the story or map completion, or hearts or heropoints and such, you often have the problem, that being a healer and having heal equip, your damage is really low. So what people do is use another specc or another gear or another class or play a hybrid healer with celestial gear or so. But what if you really like playing healer/buffer, cause in open world there are group events too where you can make a big diffrence. But once the group event is over and youre alone again on the map, the fights become hard if your equip is geared for 100% boon duration and a lot of heal. Maybe you dont die, but killing a veteran or an elite takes a lot of time alone as healer. So for the healers, we would really like to have this equipment stats: Power (Mainstat) ConditionDamage (Mainstat) Healing (Secondary) Concentration (Secondary) Lets take the Boots for example, they would then have: 40 Power 40 Condition Damage 22 Healing Power 22 Concentration Since this equip stats dont have Precision, Ferocity or Expertise, the damage wont be that high, but it would allow the Healers to deal more Damage than now and do Solo-PVE Content faster than now, while still having a lot of heal and boon duration.
  14. TLDR: Full Celestial, 50% Condi Duration, 100% Confusion Duration, 75% Boon Duration. Can Tank, Heal, Buff and DPS at the same time. Buff Food is important to have enough Condi/Boon Duration. Heres the build: http://gw2skills.net/editor/?PegAk6lZwaZuMPWKeyTZRVA-zxIY1ohvMaJBSvA0ea+wvF-e Its quite good at everything. How to play: Use a Skill, then 3x Autohit or Mace 2, then a skill, then 3x Autohit or Mace2, then a skill ... and so on. This keeps up a lot of confusion stacks while the Autoattack-Chain provides Alac. Use F1, F2, F3 on cooldown.
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