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Ezrael.6859

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Posts posted by Ezrael.6859

  1. I like the idea for the majority of the skills, especially weapon skills and the overall thematic design.

    For off-hand sword I'd say the 2s knockdown would be enough CC and would pair well with main-hand sword.

     

    For the utility though I think the stances should be more powerful and personal only.

    Guardian has long suffered from having some very poor performing utility skill options for solo play as they are all balanced around 5 people receiving them - Shouts, Mantras and Consecrations.

     

    Meditations have been the *go to* utility set for a solo Guardian since the original Beta Weekends, it would be nice to see something introduced that could create a spec that moves away from Valor + Monk's Focus.

  2. I wonder if people such as yourself ever stop to contemplate why traits that don't get used often are the ones that get buffed?

    Probably not, otherwise we wouldn't keep seeing posts like yours.

     

    Guardian remains and has always been balanced very well in terms of skills and traits that offer actual risk vs reward and actual tradeoffs for choosing a one trait over another or to use a skill vs maintaining the passive. these changes are in line with that.

     

    It would just be nice if more professions in the game were balanced in such a way.

  3. > @"Obtena.7952" said:

    > I wish I could dig up some old posts from the old forum about how people wouldn't be too excited to get 25% RS as a trait. Here we go ... Now you got what you wanted (albeit, it's way to late) and it's going to cost you heavy to use it ... but here you go.

     

    What happened to all your dismissive, condescending and aggressive attitude posts about Guardian never going to get 25% movement speed trait because it doesn't thematically fit the profession and never will?

     

    That's a very short post for you, your own foot stuck so far down your throat that most words can't come out?

  4. > @"mortrialus.3062" said:

    > > @"Devilman.1532" said:

    > > Nerfs to Ele and Revenant. Buffs to Mirage and thief. Got it.

    >

    > Game Update Notes: August 28, 2018*

    > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

    > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

    > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

    > * Null Field: This skill has received a new underwater effect for greater visibility.

    > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

    > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

    > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

    >

    >

    > Game Update Notes: July 10, 2018

    > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

    > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

    > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

    > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

    > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

    > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

    > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

    > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

    > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

    > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

    > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

    > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

    >

    > Game Update Notes: May 22, 2018

    > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

    > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

    > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

    > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

    > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

    > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

    >

    > Game Update Notes: May 8, 2018

    > * Siren's Call: Increased the projectile speed by 50%.

    > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

    > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

    > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

    > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

    > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

    > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

    > * Null Field: This skill can now be used underwater, creating its field at the player's location.

    > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

    > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

    > *** Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

    > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

    > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

    > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

    > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

    >

    > Game Update Notes: April 24, 2018

    > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

    >

    > Game Update Notes: March 27, 2018

    > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

    > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

    > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

    > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

    > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

    > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

    > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

    > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

    > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

    > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

    > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

    > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

    > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

    > * Jaunt: Reduced damage by 50% in PvP and WvW.

    > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

    > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

    > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

    > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

    > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

    > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

    > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

    > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

    > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

    > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

    > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

    >

    > Oh hey look it's nonstop mesmer nerfs across all areas all aspects of mesmer across all areas of the game since the phantasm rework. The only exceptions were Axe getting PvE buffs which were split into nerfed versions for PvP and WvW, Scepter buffs which it was almost completely unused weapon in all areas of the game, and the buffs that came with the underwater rework where everyone was buffed. Pretty much all of the nerfs were good ones, particularly torch signet of the ether and chronophantasma. There was one oddball buff to Signet of the Ether which was later massively nerfed in PvP. This is why I say you're over dramatic. You don't even live in the same reality.

     

    The August 28th changes were mostly buffs. Great quote mate!

     

    Among other notes there are lots of general buffs and cooldown reductions. The phantasm damage reductions were utterly necessary after the revamp, phantasms were hilariously too strong initially.

     

    Mesmer has been strong in PvE and PvP as both power and condition since launch. Condition builds have become insanely strong while simultaneously becoming easier to play since the stacking changes.

  5. The issue is that all the enemies you fight are such low quality players. they don't dodge, they eat all the obvious burst without any set up needed.

     

    They don't set up themselves.

     

    In many of the group fights we see low hp enemies try and rezz a downed player and therefore just get knocked into downed state also.

     

    As I said, they are like NPCs.

  6. > @"Ayrilana.1396" said:

    > > @"gerrylix.5234" said:

    > > > @"Ayrilana.1396" said:

    > > > > @"gerrylix.5234" said:

    > > > > If the sigil pool dries up more, this armor will cost more than a gemstore skin for 800 gems.

    > > > >

    > > > > This LWS is one of the finest so far (besides the usual bugs) but this sigil issue overshadows the whole experience for me.

    > > >

    > > > And in a month the price will be back down.

    > >

    > > The influx is way to low for this reasoning. Read it a few times in this thread but i don't see where all those sigils should come from.

    > >

    > >

    >

    > The episode has been out less than a week so the price is super high. Things like this have happened multiple times and the prices have always fallen. It just takes time.

     

    You were saying?

     

     

     

    Are you going to ask for these facts to be moderated too?

  7. > @"Cyninja.2954" said:

    > The supply does not have to increase, the demand dropping is more than enough to drop the price.

    >

    > People are once again blaming fictional TP barons and asking for not needed market influence because "I want my shiny now" mentality is going strong once again.

     

    There are people hoarding thousands of these sigils and now cashing them in. There are also those who first realised the need for the cheap sigil and bought up all the supply to cash in.

     

    Both the mass hoarding future speculators and the TP barons exist.

     

    You’re just ignorant if you think otherwise.

     

     

  8. > @"flyro.6083" said:

    > In small group fights the no downstate is making the game ultra boring due to having to run back to the group when you pull too many guards during a fight. Also, I'm sure a lot of you have spent hundreds of dollars trying to get the best finishers over the years! All this is doing is promoting Zerglings and running from fights!

     

    Lol, gems on finishers is your argument for keeping the downed state in WvW?...

     

    People barely get finished in WvW anyway, they just get cleaved down or drowned in Shades. I see about 1 finisher go off an hour, even 1v1 it's usually easier to just cleave.

  9. > @"zerorogue.9410" said:

    > I myself have been enjoying this change immensely. That said, It shouldn't stay. Yes it makes combat a lot simpler, but that has made spike builds king. Downstate allowed battles to be fought with skill rather than who could hit the hardest.

    >

    > I am a fan of these mod weeks. I would love to see a 150% hp week and maybe a no RI week.

     

    Numbers advantage rezzing isn't skill.

     

    The best thing about this change is that it has allowed 1v2 and 1v3 fights where you can come out the winner, but previously they would have just power rezzed.

     

    Fighting stuff 1v2 or 1v3 before where they had a support FB to just rezz the DPS was crap, but those fights now can be won, it's been a roamers dream, had so many good 1vX fights that I never would have had a chance to win before.

     

    People that are saying _'oh I get blown up by a random stealth class while roaming'_ well **if you instantly die now, then when the changes roll back you'll just instantly go to downstate instead.... and you'll still die!**

  10. Yep it's very annoying, and it always happens to me when I'm about to finish off an enemy, it bugs, resets and the enemy gets away or managed to heal or whatever.

     

    Always.

     

    Seems to mostly be after weapon swap and using, but sometimes it can cancel when using Judges Intervention also.

  11. **True Shot** +20% damage returned now that it's on a 6s cooldown.

     

    _Or,_ True Shot castable while moving, damage stays the same.

     

    **Puncture Shot** velocity increase or cast time reduced to 1/2s.

     

    **Symbol of Energy** Remove the burning, it makes no sense. Change it to inflict Vulnerability x10

     

    **Defender's Dogma** - change to something power based, this trait was designed when bleed on traps was a thing, back before the beta.

     

    Gain Might x2 for 8s when inflicting Cripple. No ICD.

    This allows big AoE skills like Hunter's Ward to generate a lot of Might for a short duration while requiring immobile channeling vs a group of enemies, risk vs reward.

     

    _Or_, gain Fury 10s when activating a Virtue.

  12. FYI the vertical axis in gaming / modelling is the Z-axis.

     

    The Axe needs a Z-axis change so that it pulls in an actual code shape in front of the Guardian, rather than just along a flat plain.

  13. Both Trident and Spear are much better than before, so I wouldn't say that.

     

    Done right the Staff and Scepter could be great.

     

    *Scepter auto-attack should be a multi-hit chain very similar in style and graphics to the new Trident, that would be amazing.*

     

    The new auto-attack chain on trident is so good!

     

    1200 range, good damage, 5 hits per chain so 1 justice proc, adds lots of vulnerability and provides self-healing. It's so much better than both Staff and Scepter.

     

  14. > @"Arheundel.6451" said:

    > > @"kiritsugu emeya.3962" said:

    > > soulbeast wvw roaming volume 4 hope u guys enjoy :>

    > > if u have any comments on the vid/fights share

    > > also subscribe if u want more :)

    > > thanks.

    > >

    > >

    > > build:http://gw2skills.net/editor/?vNAQJARTjUqQLLWyCOsAXLWmEs8e7vN52EAaATgngwF4jdirTzK-jVCEQB+T9n2oLILKDYiSPXeEAAwDA4BXCA4t/wWUC2OYAYmkJw7u7Oj7u7u7uTKA9EaB-w

    >

    > Required reaction time to use your build is way too high, you can basically be oneshotted by any hidden deadeye or macro power mirage. I never suspected to be even remotely close to your level but I still wonder how do you deal with all those macro stealth insta burst? When using builds with over 3k armor on other toons...I still receive upward 10k dmg from a sudden backstab...and I even had -10% direct dmg food which you don't use, so my questions are :

    >

    > 1) How do you deal with core wars with strength rune-endurance food and with close to your dmg but 3x the sturdiness?

    > 2) What about s/d thieves and d/p thieves?

    > 3) Obvious macro abusers mirages?

    > 4) Perma boons protection/stability holosmiths ?

    > 5) Ever played on EU servers where everyone and his dog runs condi bunker?

     

    Just remember though the video is at +25% speed. Click 0.75x speed on YouTube to see the normal gameplay speed.

     

  15. I originally posted about this bug and made a video showcasing it on June 22nd 2016, but it is **STILL** a bug, _almost 2 years later._ **Nearly 3 years since HoT launched.**

     

    Before HoT release Wings of Resolve was a 600 range skill.

     

    During the beta weekends this was updated to 800 range.

     

    However, the **healing area** + accompanying visual effect and also the **damage area + immobilize** when traited with Soaring Devastation were **never updated** to the new **800 range** location.

     

    I have submitted several in-game bug reports about this before.

     

     

  16. This used to deliver a Bleed on hit with traps.

     

    It gave DH and Guardian a viable hybrid option with a niche playstyle.

     

    This was changed in favour of a power style to a 1s Daze.

     

    Daze was good, Daze was strong, so strong it got nerfed to 1/2s... 1/4s... *three times* until it became a 1.5s Slow.

     

    A Slow that's so quick... so fleeting... you can barely notice the icon or the affect.

     

    Slow is naff, it's pants, it's boooring.

     

     

    Let's go back to 20% reduced recharge and 1x Bleed on hit with traps.

  17. > @"Svarty.8019" said:

    > > @"Crossaber.8934" said:

    > > > @"Svarty.8019" said:

    > > > > @"gaymer.1648" said:

    > > > > Do any of the professions actually use a shield or are they more or less worthless in this game?

    > > >

    > > > Worthless.

    > >

    > >

    > > Please specify which game mode you think shield is useless?

    > >

    > > There are 3 game modes in the the game, pve / pvp / wvw, in which pvp and wvw shield is widely used by meta and non meta builds across multiple classes.

    >

    > Sure, let's set up an argument, why not?

    >

    > Shield is worthless in WvW. Yes, some oddball PvP ganker engineers, warriors and weirdo guardians who wanted to pretend they could get a mace/shield build to work have all given it a go over the past few years (specifically BEFORE PoF), but shield is generally worthless and people trying to use it are desperate to do something new or get their pretty legendary weapon to be functional.

    >

     

    Err.... [image]Luke Skywalker TLJ quote everything you just said is wrong link....

  18. The tooltip indicates the 3s heal when traited, for some strange reason. So divide by 3 for healing per second.

     

    The Absolute Resolution trait used to be much better, but got nerfed heavy during early release / Beta weekends.

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