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Vegeta.2563

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Posts posted by Vegeta.2563

  1. > @"Kodama.6453" said:

    > > @"Vegeta.2563" said:

    > > Here is the problem with Throw Mine

    > >

    > > 1. It's invisible to enemy players, both the projectile and the aoe effect. So dodging it is very unlikely because you don't see it coming.

    > > 2. Unblockable makes it so aegis can't stop it, and it cannot be reflected so the only thing that you can do to avoid it is dodge.

    > > 3. Being that it removes 3 boons, means it has a very high chance of removing stability and you still get knocked back.

    > > 4. It is more powerful (utility wise) than holo elite https://wiki.guildwars2.com/wiki/Prime_Light_Beam and has the shortest cooldown for a 5 target CC from any class.

    > > 5. It starts recharging before using detonate, making it basically an even shorter cooldown.

    > > 6. It is the only 5 target skill with unblockable, cc, boon removal with the shortest cooldown.

    > > 7. Bonus: Mine Field toolbelt skill that comes with Throw Mine has the potential to remove 25 boons total if 5 targets in 180 radius are hit by the mines, and has 15s cooldown if running tools traitline.

    > >

    > > The skill is very powerful, and the cooldown needs to be looked at in the very least.

    >

    > You are spreading some misinformation here.

    >

    > 1. As far as I know, the knockback applies first, **then** the boon removal. Meaning that dodging is not the only way to avoid the knockback, stability works against it since it doesn't get stripped before the knockback applies.

    > 2. Mine field does **not** potentially remove 25 boons, since every mine just removes 1 boon. Notice: not one boon per target hit, just one boon. Mine field just removes 5 boons in total, regardless of you hitting up to 5 enemies with every mine.

    >

    > It is not as powerful as you are claiming.

     

    I'll have to do some testing later on with a few guildies to see how accurate the knockback & boon removal sequence is.

     

    I was told by several people mine field was 5 mines, each mine removing 1 boon on 5 targets (more testing for later of course).

  2. Here is the problem with Throw Mine

     

    1. It's invisible to enemy players, both the projectile and the aoe effect. So dodging it is very unlikely because you don't see it coming.

    2. Unblockable makes it so aegis can't stop it, and it cannot be reflected so the only thing that you can do to avoid it is dodge.

    3. Being that it removes 3 boons, means it has a very high chance of removing stability and you still get knocked back.

    4. It is more powerful (utility wise) than holo elite https://wiki.guildwars2.com/wiki/Prime_Light_Beam and has the shortest cooldown for a 5 target CC from any class.

    5. It starts recharging before using detonate, making it basically an even shorter cooldown.

    6. It is the only 5 target skill with unblockable, cc, boon removal with the shortest cooldown.

    7. Bonus: Mine Field toolbelt skill that comes with Throw Mine has the potential to remove 25 boons total if 5 targets in 180 radius are hit by the mines, and has 15s cooldown if running tools traitline.

     

    The skill is very powerful, and the cooldown needs to be looked at in the very least.

  3. DPS meters help improve overall group dps and show you what you are doing wrong. DPS meters aren't the reason why some raid groups are toxic. That is just their own stupidity in thinking you can get exact dps in a raid vs the training golem. So what if you are behind by like 4k dps. If the boss still dies that's all that matters.

     

    Btw people that usually get kicked from a raid group are the people that fail the mechanics more than 5 times in a row.

  4. > @"ollbirtan.2915" said:

    > Please no. Don't ruin the game. There are plenty of other MMORPGs out there where you can trot around in a bikini/miniskirt/[insert any other ridiculous piece of clothing that totally ruins the game atmosphere here]

     

    Honestly an invisible shirt, or an option to hide chest would be pretty cool.

  5. > @"Heimskarl Ashfiend.9582" said:

    > How much of a discount? Because the 32 slot bags cost around 125-180g to craft. You're going to kitten off a hell of a lot of people if you suddenly make them significantly cheaper in WvW.

     

    Well considering if you add in skirmish tickets, let's say 50 tickets for 24 slot, 100 tickets for 28 slot, and 150 tickets for 32 slot, at maybe 30% gold cost reduction of the normal 32 slot bags (not reinforced boreal). The same cost reduction from crafting the 20 slot bag in PvE vs don't some WvW and buying it for 7g and 350 badges of honor. Which would be around 184g to make the 32-Slot Courier's Locker, so the cost for the 32 slot bag in WvW would be estimated around 125g. Reinforced Boreal Trunk is only 116g to craft if you farm the Eitrite Ingots instead of crafting them, but you need the achievement done and recipes unlocked to do that, and a full time WvW player isn't going to bother with that stuff.

  6. > @"aaron.7850" said:

    > Necros have been topping the damage meters in wvw for years. In many cases, by 300% to 400% the amount, dwarfing all other classes considerably with their god-tier Scourge build.

    >

    > Welcome to being balanced, enjoy your stay.

     

    Hammer Herald????????

  7. So for those that don't know.. The target cap was 5 before the first patch hit. It was reduced to 3 targets.. and now even nerfed to 2 per shade.. And why greater shades have a target cap of 2 (meaning max u hit is 4 with shade on yourself)? There's no point in running scourge at all anymore and just replace them with heralds, and let spellbreakers do the boon removal.

  8. > @"Kodama.6453" said:

    > > @"Vegeta.2563" said:

    > > > Blood Bank: This new trait replaces Vampiric Rituals in the Blood Magic grandmaster slot. It causes healing over your maximum health amount to be converted into **barrier**. Regeneration effects do not trigger this trait.

    > >

    > > Abrasive Grit: Granting an ally a barrier removes conditions afflicting them and grants might. This effect only occurs with **barrier from scourge skills and traits**.

    > > Vampiric Presence: You and your nearby allies siphon health with attacks. This effect increases while in Shroud

    > >

    > > Auto attacking (if at full health) removes conditions?? oh boy :joy:

    > >

    >

    > Doesn't seem to be how this works.

    >

    > Abrasive Grit specifies that it just works with barrier from scourge skills and traits. Blood Bank is neither, it is a **necromancer** trait, not a scourge trait.

    >

     

    This is anet though, it will probably be one in the same.

  9. > Blood Bank: This new trait replaces Vampiric Rituals in the Blood Magic grandmaster slot. It causes healing over your maximum health amount to be converted into **barrier**. Regeneration effects do not trigger this trait.

     

    Abrasive Grit: Granting an ally a barrier removes conditions afflicting them and grants might. This effect only occurs with **barrier from scourge skills and traits**.

    Vampiric Presence: You and your nearby allies siphon health with attacks. This effect increases while in Shroud

     

    Auto attacking (if at full health) removes conditions?? oh boy :joy:

     

  10. > @"Oxylus.7985" said:

    > I assume this has been covered before at some time, but we know that condi heavy builds cause server lag. We are in a more condi-heavy meta ATM which means more lag. I don't think Anet can just get faster EC2 instances to make it better.

    >

    > See [this from ancient history](https://forum-en.gw2archive.eu/forum/game/gw2/Official-state-of-skill-lag-and-server-optimizations) for some background on the problem.

    >

    > My (only slightly tonue-in-cheek) proposal : nerf all condis in WvW and make it a power meta. Problem solved. :)

     

    Just to highlight a part that was stated from ANet back in 2013...

     

    > We’ll be going through almost every skill in the game over the coming months and optimizing them one-by-one. This in itself will make an extremely large difference, that when that patch note comes through, expect a very different WvW experience.

     

    I don't think they ever did this for HoT or PoF skills to fix the issue.

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