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arenta.2953's Achievements
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yeah....i keep trying to avoid scrapper. its a great class. epic heal and condi cleanse. but holosmith is more fun to play...i just cant get the sustain T.T i tried alchemy....wasnt enough but i'll try marauder. see what happens
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ok making a holosmith and need help picking an armor stat.the idea for this is story/open worldwith the goal of damage, and survival. issues i having right now is sustainability, just weak heals (even with regeneration, and big boomer running non stop), and taking alot of dmg from living world story monsters (seriously considering armor) wish i had scrapper's heal and condi remove drones...those 2 are epic picking between marauder(power, prec, vit, ferocity)2348 power2298 prec22k hphttp://gw2skills.net/editor/?PewAo6RlZwsYRsQGKOsL+PTA-zRJYiRHfhUXCEYIERFo2A-e zealot (high power, prec, healing power.....honestly not sure if the healing power stat is worth it cause it doesnt change the heal much. and damn is engineer's heal weak.....)2556 power2086 prec961 heal (....does this actually do anything. i seeing maybe 100-200 heal difference)http://gw2skills.net/editor/?PewAo6RlZwkYRsQGKOsL+PTA-zxIY9ojvQqLBCMEioCUbA-e Commander (power, prec, toughness, concentration) 2348 power2298 prec2815 armor663 concentrationhttp://gw2skills.net/editor/?PewAo6RlZwkYRsQGKOsL+PTA-zRJYgRHfhUXCEYIERFo2A-e and Knight (power, prec, toughness)2136 power2086 prec3563 armorhttp://gw2skills.net/editor/?PewAo6RlZwkYRsQGKOsL+PTA-zRJYgRHfhUXCEYIERFo2A-e leaning to marauder....but with such low armor and heal. i need advice cause i get murdered by enemies that 2-3 shot me. or spam knockdowns (caves suck ass)currently using zealot........and heal power is failing to impress. hence the interest in toughnesscommander seems appealing...
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for me, its mostly cause i like my character aiming their rifle. yeah....i that petty. i dislike firing from the hip. entire reason xD well...that and engineer heals seem bad vs Thief,necro,warrior,ranger
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Walls have a use and you stated it perfectly - its there to delay the enemy. Its there so that scouts can call out and so that players can arrive and fight each other. This is the core gameplay of WvW. When you try to hinder that... Well we already know what happens, because it DID happen. It slows WvW to a crawl and it forced Anet to rebalance siege costs and objective strength just to keep the gameplay going. If anything siege is still lacking, such as trebs being to costly in supply for their damage and rate of fire compared to catapults. This thread really makes me fear for the future of WvW but I guess it cant get much worse. are you really comparing zerker staff, to scourge? thats like comparing a nerf gun to an actual gun in terms of dmg. even if we ignore the massive dmg difference, staff marks pop on contact, and don't have pulses. so first person to go in gets hit, but no one behind them does. compare that to scourge. Even with wells, zerker staff is of no note compared to condi scourge. and how often did attackers build arrow carts, defenders did, an they still do. cause you can't exactly go to the edge of a wall now without being nuked. heres a video, showing how much less AoE spam there was, as back then the only stuff you worried about 1 shotting you was a backstab from a thief. aka positioning. so you'd have alot more single target skills. and defenders could actually last a while. sieges like this could actually take hours as both sides fought. rather than the absurd scourge zerg wiping you see now. now, aoe spam can wipe out entire zergs. less skill more spam..... See. Stuff like this actually pisses me off. You know why fights took hours? Because EWP was up every 3 minutes and the map was full of 80 people (Can literally see some 40 spawn from WP like 10 minutes into video in an actively contested keep). Not because damage was magically way lower (it was by maybe 10-15%) and TTK was way higher. There's multiple instances of pushes there insta dropping 5+ people if not more. Just like they do today when it is a giant blob v blob. Fights don't 'insta wipe' unless there is a serious number difference, and surprise, they insta wiped back then too! Demostrates a total lack of understanding of WvW history and its issues.actually, you can see the same situation now. but the difference is scourge AoEs wipe out the other zerg so fast that there is no holding. zergs are wiped out faster an more fully now. so theres no regroup. go ahead, go check out SoS's fight with AR last night. outside garrison, on the bridge over the sentry. one zerg would be wiped out by AoE. and would reform. to go back. not regorup. reform entirely. fighting over the garrison itself? using the walls, cannons, mortars? nope. as it would be so one sided to the attacker. a total lack of understanding of WvW history and its issues? i've played WvW since launch. so what makes my experience "lacking understanding" and yours so right? huh? are you saying me playing WvW since launch has counted for nothing? that me running as commander tag for the first 2 YEARS of the game doesn't count for experiencing wvw? i've looked at my old livestreams, youtube videos. and compared it to now. your saying that none of that counts. that i lack understanding? so tell me, why is your opinion on whats wrong and right with WvW "right", and my opinion "a total lack of understanding" and btw, yes. dmg back then was way lower. why? well. AoE. single target hits of 10k dps. is 10k dps AoE hits of 8k dps on 5 enemies. is 40k dps the change from single/weapon swing arc dps. to wells, shades, and any AoE. has lead to an increase in dps. add to that the increased range of aoe. as its not longer how far your weapon swings. plus, condi ignoring armor. and alot of these AoE (scourge mainly) being condi focused. increases dps due to no dmg reduction from armor/toughness at all meteor and barrage were the only aoe range of note back then. guess what both of them use for dmg. not condi. so having max toughness reduced the dmg by ~33% from the original 2k armor to 3k. oh, and both can be blocked.(they not unblockable) and condi ignores that initial 2k armor. so dmg scales even more. how much condi cleanse do you have? cause pulses that apply more and more condi, will likely overcome it. and resistance, provided it isnt removed by a bubble. isnt long duration or a common boon. missing entirely on most.
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Walls have a use and you stated it perfectly - its there to delay the enemy. Its there so that scouts can call out and so that players can arrive and fight each other. This is the core gameplay of WvW. When you try to hinder that... Well we already know what happens, because it DID happen. It slows WvW to a crawl and it forced Anet to rebalance siege costs and objective strength just to keep the gameplay going. If anything siege is still lacking, such as trebs being to costly in supply for their damage and rate of fire compared to catapults. This thread really makes me fear for the future of WvW but I guess it cant get much worse. are you really comparing zerker staff, to scourge? thats like comparing a nerf gun to an actual gun in terms of dmg. even if we ignore the massive dmg difference, staff marks pop on contact, and don't have pulses. so first person to go in gets hit, but no one behind them does. compare that to scourge. Even with wells, zerker staff is of no note compared to condi scourge. and how often did attackers build arrow carts, defenders did, an they still do. cause you can't exactly go to the edge of a wall now without being nuked. heres a video, showing how much less AoE spam there was, as back then the only stuff you worried about 1 shotting you was a backstab from a thief. aka positioning. so you'd have alot more single target skills. and defenders could actually last a while. sieges like this could actually take hours as both sides fought. rather than the absurd scourge zerg wiping you see now. now, aoe spam can wipe out entire zergs. less skill more spam.....
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ok so a few things AoE Spam. its nothing new, but AoE is now alot more deadly. and this directly leads to problem #2. as well as extremely limiting builds, as most single target builds do less than AoE spam. lowering the range or dmg of some of those AoEs would stop it being an AoE mess.. or limit how many AoEs can affect you at once (say a max of 5 at a time. no joke, this would make a major difference already)walls in WvW are NOT valuable to the defender. due to the range and damage of aoe spam, going on the wall is death. the only value a wall provides is slowing the enemy to give you time to get to the structure. compare this to when game came out, where AoE was alot lower dmg wise, and the only concern you had for being on wall was a scorpion wire. back then walls provided defenders with an advantage of seeing the enemy, longer range(bows), and able to back out at any time. making walls have a use to the defender would be nice for actually using them. Toughness feels useless. ignoring the fact conditions IGNORE it, even vs crit builds, toughness just isn't enough to avoid being 1 shot. so no one bothers with it, and instead everyone goes max dmg as toughness wont help you. vitality has a use for tanking some condi dmg, but toughness just isn't a stat that (even if you main into it) will feel at all useful in WvW. maybe redoing just how much dmg resistance you get for a max toughness build.....or having some condi resist for toughness(thats not affected by armor. just toughness). and yeah...it kinda sucks when a max Knight build(max toughness) warrior. will still be taking 8k to 12k per hit from meteor showers. which somehow feels the exact same as a 0 toughness build for all the good it does. conditions have ONE defense, resistance. but with spellbreaker's elite an other boon strips, plus how rare this boon is, its not something you usually have. a scourge + spellbreaker is basically a perfect combo, no counter other than having more of these 2 than the enemy. when you see burn dmg of 2k per pulse.....its a fast death (and according to people, you can get that up to 8k a tik(if this is true...god help your condi cleanse you gonna be dead on the first proc). with no way other than a condi cleanse...hope you got a backup once it procs again). this could partially be solved by the above toughness buff, but other solutions would be toning down some of hte condi dmg (8k fire proc is not fair in any way. specially as, according to facebook, the skill that uses it is often hard to notice)while range projectiles isn't dead, its defenitly taken a major backseat due to how mobile everyone now is, how many blocks, dodges, and reflects there now are, and with ranged AoEs being unblockable or non reflectable. not sure how to fix this per say, but fixing walls would be a nice step. and for longbows and rifles, having a way to counter warclaws from closing the distance with ease. or making spellbreaker shields smaller so they stop covering such a huge area.those would be a start.
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it would be cool to have ascalon immediately after hte searing as a place for high and seek in halloween
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Which weapon should Necromancer get with their next Elite Spec?
arenta.2953 replied to Lahmia.2193's topic in Necromancer
rifle. but let me explain. imagine, a rifle, fit for tons of poison knock knock, its the black plague. courtesy of your local Skritt(and totally not skaven) also..i swear both of the rifles are in game <.< -
iffy? SOUNDS PERFECT FOR ASURANS we will bring the sky down yet!
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you ever been curse to only ever use 1 outfit and class because of an art commission you had made that looks to epic to change? thats me...
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So currently, for AoE Ground Target, in the menu you can choose to either manually place the AoE, or have it snap to ground at current target. Problem is, you can't choose which AoEs do what. your stuck with one or the other. so most go manually. issue there is when your moving camera, you can't see where mouse is. So the Idea here is to remove that option from the menu, and instead put it on the skills themselves. So you'd right click a skill icon, and select "Manual, Auto place at current target, or place at self" this would allow you to diversify the ground target skills based on how they ment to be used.like AoE heals, you generally want to put on top of you, so select "place at self"AoE attacks, on your enemy "Place at current target" (and if it has a bit of a cast time, you can set it to manual)and AoE teleports, manual as you are either using it to get in front of enemy, or away. this would help alot for using these skills without having to search for where your mouse is when you turning your camera
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they never said no cantha they said it wasn't planned, but that they would see what the playerbase wanted. aka, that it wasn't off the planning table. In 2010, Arenanet was therefor forced to delete all work on Canthan elements in GW2! The unnamed NCSoft producer from Korea don't work anymore but the decision wasn't changed.Taken from: https://forums.mmorpg.com/discussion/377215/cantha-expansion-and-asian-themed-content-banned-for-cultural-reasons Josh Foreman who kindly joined the discussion. Cantha was my favorite GW1 region to work on. And I worked on every GW release. I know a lot of the dev team loved it and would love to revisit it. I kinda agree with critickitten about the negative aspect of tight corridors. Most of that came from hitting technological limits while trying to keep the epic quality of the concept art. I think we could do some really amazing things with those themes in our new engine. Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for.Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for. Pardon my $%^&*( French, but your yelling is quite childish. If this is the best you can do to support your argument please exit this topic. its not yelling... i forgot that putting ------ under a line of text makes it capital and bold.... edit: ......and > makes a quote...... >.<
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they never said no cantha they said it wasn't planned, but that they would see what the playerbase wanted. aka, that it wasn't off the planning table. In 2010, Arenanet was therefor forced to delete all work on Canthan elements in GW2! The unnamed NCSoft producer from Korea don't work anymore but the decision wasn't changed.Taken from: https://forums.mmorpg.com/discussion/377215/cantha-expansion-and-asian-themed-content-banned-for-cultural-reasonsJosh Foreman who kindly joined the discussion. Cantha was my favorite GW1 region to work on. And I worked on every GW release. I know a lot of the dev team loved it and would love to revisit it. I kinda agree with critickitten about the negative aspect of tight corridors. Most of that came from hitting technological limits while trying to keep the epic quality of the concept art. I think we could do some really amazing things with those themes in our new engine. Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for. Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for.
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Toughness: Questioning its value
arenta.2953 replied to arenta.2953's topic in Players Helping Players
Warriors have a few traits that conditionally buff toughness:• Thick Skin - +180 toughness when above 75% hp• Spiked Armor - +150 toughness when you have retaliation. Gain 5s of retaliation when you block or are hit by a crit. --> You likely didn't have retaliation as a buff as your combat log shows you getting hit by necros shades, well of corruption and loss aversion. • Your screen shot is at a keep and you have the Presence of the Keep buff on you which is giving you +100 toughness (also +100 to power, precision, vitality stats). --> Based on the above, subtract 280 toughness from the value shown in the display window in the screen shot You don't know how buffed the warrior was (i.e. might stacks on him, bloodlust sigil stacks, stacks of Insight, vulnerability on you). Investing in toughness suffers diminishing returns: for each additional point of toughness you add to your build you get incrementally less and less reduction in damage. Direct damage continues to scale in a linear manner. The system was setup like this likely as a way to prevent a situation where a player could create an unkillable tank in pvp. (Sidenote: HoT especially took a massive dump on this system by adding flat percentage damage reduction modifiers and food to the game). Wastrel's Ruin has a +100% damage modifier if it hit you and you aren't using a skill at the time. If you were using a skill at the time he hit you, he would have crit you for 4,737 damage instead of 9,475. TLDR:• Stacking toughness is not the best way to go• The 9,475 damage hit you took is legit ah..diminishing returnsis there a recommended armor level its suggested to stop at