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arenta.2953

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  1. 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
  2. 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...
  3. 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
  4. HURRAY. finally! ok you've got my attention and optimism now =D i look forward to the next.
  5. Thats how daoc works they have strength and power relics, u get world wide message when relic gate is breached and most of pvers put down whatever they are doing to go defend their relics. sweet. =D idk if you guys remember but there was the orb of power in wvw before anet ninja removed it after many speed hackers abused it yep. fun memories. once, there was a 3 way fight over the orb in the norht. talking all 3 zergs (and all maps had ques back then) so the first zerg that lot, took the 3 keeps. Jade Quarry ended up winning the brawl, but had no where to put the orb! so we ran to our spawn(not our home map) and just sat there fighting till it despawned. (we had a team working on the hills keep, but back then, people defended keeps an towers with a vengence. you had to pay for every inch in blood.) ....i miss those days...nowadays people don't really defend like before. they go there, and if the enemy has a bigger zerg, they leave and retake it after. back then, it didn't matter who had more. if you had less, you build more siege. keep the congo line coming from spawn, and kept pushing.
  6. Thats how daoc works they have strength and power relics, u get world wide message when relic gate is breached and most of pvers put down whatever they are doing to go defend their relics. sweet. =D
  7. so the shout that gives might. heres a trick with it. theres a trait that heals you when you grant might. PER MIGHT. add that to this shout, plus the shout trait that heals on use. if your solo. its a nice 3k ish heal. if your in a group, 6-7k heal (cause your applying might to up to 5 people)
  8. new siege. and siege you can put on wall and not be murdered for trying to use. PvE scenarios that threaten towers and camps on maps where not many players are (they'd be strong enough to take the tower or camp, and make it neutral. make your WvW's performance affect your world again. like giving your world a bonus to magic find, etc. ...overall just more variety. to maps, keep layout, etc
  9. 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.
  10. 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.....
  11. 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.
  12. To look at this point, this could also mean that the OlmaKhan are very good at managing resources. They may not be "thriving" as in rapid population growth, but if every single member of their village is well fed, educated, and has a home, I'd consider that "thriving" They know they can safely feed X amount of people, and thus maintain population with that in mind. Like with waypoints and Asura gates, ocean sailing is a viable alternate to airships, which require docking platforms or places large enough to set down in. And with Zhaitan and Joko dead, the seas around Tyria are becoming a lot more safer. Travel to Cantha may not be feasible/safe yet, but travel between Elona and Kryta is.aye aye and you are right, manging resources is good, and a form of thriving. but in terms of thriving as a military power. thats what i ment. in terms of sustainability, stability, and preparedness. they are better off than the legions. (then again, the fact they don't pick fights with humans helps that)
  13. well lets compare growth in the years since they broke off. have they thrived? no. they still 1 village. not a town, not a city, never mind a legion. their population is still a small village (which for 200 years is kinda sad) so their way of life, while not a dead end, isn't exactly a thriving way. at most its a sustaining. so while the Citadel might not disprove of them (they'll probably view them as an outpost) i doubt the citadel will do anymore than that. as comparing their way of life to the legions. the legions have strength, power, and ironically have done a far better job growing as a race. so the citadel and legion's culture will be the dominant. (just see the population figures) the Olmakhan will most likely remain semi-outsiders. able to call for legion's help if attacked, and be called to war vice versa. but outside of that, the most htey can hope for is eventually expanding to a few more villages. they'll be appealing to gladiums, but only those gladiums who are looking for a dead end to growth. while those who want to continue to grow in rank and influence will remain in the legions. What do you mean by normal charr? The Olmakhan are not powerful, they are just elementalist, which would be expected since they are ex-Flame Legion.i never saw other charr making giant demon charr and cast powerful shields. (with normal charr i mean the ones we play) I was about to talk of Gaheron, but since you said the player character, i am pretty sure if the PC is elementalist the stuff that the Olmakhan do is child play to him/her...you cant compare lore with game mechanics, i am pretty sure that a Air Overload lore wise should be just as strong as the storm that the Olmakhan summoned when we attacked the Inquest fortress.thats less of them being more powerful, and more Anet being able to show more. its the same for all the races. Sylvari then vs now. (able to grow giant vine walls? just Anet able to show more)asura then vs now (asura, well inquest specifically, able to build and expand over all this land. seriously we keep running into them. and Rata Primus is NO small feat. are we to believe they've grown so fast? no. its just not been shown until it became relevant that they have this kind of reach. they've been there for a while)even humans. (heck the watchknight was an exception, and it blew up in their face so at best they still where they were at the start of GW1, just with safer roads and shipping) its not because they actually getting stronger, its just Anet is able to show off more. honestly the only real change to the power of races seems to be the introduction of the airship. and yet even that is limtied as we're still seeing the use of regular sail ships when they bring supplies to amnoon.
  14. it would be cool to have ascalon immediately after hte searing as a place for high and seek in halloween
  15. 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 <.<
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