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arenta.2953

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Posts posted by arenta.2953

  1. i've had it happen a few times, before this patch mind ya.

     

    not sure how it happens. i just thought there was a cooldown on the instant refresh (like 10 secounds) to prevent spamming it on 1 shot mobs to gain 20 secoudns of quickness.

     

    but now that i think about it....i've done just that and not had a cooldown.....

     

     

    maybe i got interupted when using it, or it failed to apply (obstructed or line of sight lost or out of range) and forces a cooldown.

    not sure. i'll keep my eyes open

  2. > @"Lonewolf Kai.3682" said:

    > > @"TwiceDead.1963" said:

    > > > @"Lonewolf Kai.3682" said:

    > > > > @"TwiceDead.1963" said:

    > > > > > @"Lonewolf Kai.3682" said:

    > > > > > > @"TwiceDead.1963" said:

    > > > > > > > @"Sojourner.4621" said:

    > > > > > > > > @"KrHome.1920" said:

    > > > > > > > > > @"arenta.2953" said:

    > > > > > > > > > > @"Shadowcat.4397" said:

    > > > > > > > > > > kitten ... 36k dmgin 2 shot (17k and 19 k kitten) kitten nerf that . 1st shot kill me ... that is broken... That need to be nerft !!!!

    > > > > > > > > >

    > > > > > > > > > ok lets see

    > > > > > > > > >

    > > > > > > > > > first off, for that dmg.

    > > > > > > > > >

    > > > > > > > > > 1. your low toughness/armor

    > > > > > > > > > 2. they were allowed to get deadeye's mark to full charge (Aka you were marked and didn't do something like run away, or use a stealth trap. and so you sat there while they kept their initative at full)

    > > > > > > > > > 3. you didn't evade when the telltale red marker light appeared for half a secound before the first attack

    > > > > > > > > > 4. you didn't evade when the telltale red marker light appeared for half a secound before the 2nd attack

    > > > > > > > > > 5. you didn't use any kind of block or evade

    > > > > > > > > > 6. you didn't use a stun/daze/fear/knockdown/knockback/blind

    > > > > > > > > > 7. you didn't use any AoE to find the stealthed thief that you know is there because you have a mark above your head slowly charging (WHICH YOU CAN SEE)

    > > > > > > > > > 8. when deadeye mark changed from a dull red orb to a brightly flashing red *DO SOMETHING LIKE PANIC* orb, you didn't evade like the warning light told you.

    > > > > > > > > >

    > > > > > > > > >

    > > > > > > > > > in summary, congratz. you sat in the middle of the railroad tracks.

    > > > > > > > > > you saw the train light coming, you heard it coming, you saw the light get brighter and brighter.

    > > > > > > > > > and you just sat there as it not only hit you once. but hit you a 2nd time as well.

    > > > > > > > > >

    > > > > > > > > >

    > > > > > > > > > **i can't w8 till you tell us about when a Mesmer 1 shots you with mindwrack.**

    > > > > > > > > Always these biased players...

    > > > > > > > >

    > > > > > > > > Okay let's add some objectivity to this thread:

    > > > > > > > > - When a Mesmer stealthes up you know you are bursted within the next 3 seconds. Pretty easy to predict. On top of that it's multiple hits meaning the auto immunities of many classes will save you.

    > > > > > > > > - When a Deadeye starts his mindgames, you have abolutely no idea when he will attack you.

    > > > > > > > >

    > > > > > > > > And here comes the rant:

    > > > > > > > > A DJ in WvW oneshots a Marauder Reaper through Shroud. That's 17+25=42k HP. But I guess that's not a problem at all to you. Just be super focused for about 30s the mark is on you and dodge an attack on a 0.75s cast time. I mean that's a huge amount of time to react even if it's less than 0.5s because of Quickness. Everyone can do this. And there is even a sound. Come on - if there is a sound even noobs should react in 0.5s! How could anyone call this bad game design? Hell every competitive game should work exactly like this! 30 seconds mindgames, then oneshot (or just walk away - for the lols). Great!

    > > > > > > > >

    > > > > > > > > Thank you Thief (aka most healthy class in the game) forum for the clarification! We love you.

    > > > > > > >

    > > > > > > > There's also a red laser that leads from the deadeye to you, in addition to the sound, and the tell... and the shot moves slower than other projectiles. Even with the quickness, which the Deadeye probably won't have **unless they are firing the moment they hit perfectionist**, or are wasting a skill slot on Haste, you actually have closer to 1-1.25 seconds to dodge DJ once the thief starts channeling it, with one of the most obvious telegraphs in the game. Also, it only hits for 42k if it has a number of buffs from other players... it can't and won't hit this number solo, ever. The most it can peg on its own is around 22-28k. In a zerg, DJ is almost worthless because it only does that damage to its main target, which means other players body blocking is a serious problem.

    > > > > > >

    > > > > > > Perfectionist doesn't grant Quickness... So the Deadeye needs to carry Haste if they want to speed up their cast-time.

    > > > > > >

    > > > > > > ... Yeah, I got nothing else.

    > > > > >

    > > > > > Don’t really need Haste either. You can trait Be quick or be dead.

    > > > >

    > > > > After the Patch, you're right. Before the patch, you had to bring Haste.

    > > >

    > > > Eh, do you mean with having maxed malice stacks? Because the trait worked for me pre-patch, if you didn’t wait for malice stacks.

    > >

    > > I don't think we're on the same page...

    > >

    > > I was talking about the Stealth-sitting DJ ambushers, who just wait for Malice Stacks to tick. The quickness gained from the initial mark before patch in full zerkers would only last 4 seconds, not the 20 seconds it would take to wait for Malice Stacks to max out in stealth, so they'd have to bring Haste or re-mark to regain Quickness if they intended to use it with DJ.

    > >

    > > But you're right, BQBK as a trait was working fine.

    >

    > Yeah, that’s what I meant with maxed malice stacks. I think we’re on the same page now. ;)

     

    heh, quick note. between the now 30 secound mark time

    and 25 cooldown (down to 17.5 with trickery)

     

    you could actually remark and gain quickness as you death judgement.

     

     

    and if somehow you have the insane ability to stealth forever(maybe multiple thieves stacked shadow refuges), you could stalk and keep marking them for a while until you see them get paranoid and waste their block or evades.

     

     

     

  3. > @"Grissman.2845" said:

    > > Finally, I'd just like to point out that you cannot mark the Octovine during its vulnerability phase in the Auric Basin meta as a Deadeye. It simply says, "No Line of Sight." Funnily enough, it allows you to mark the Octovine when it is _not_ in its burn phase. I'm not sure if this has been brought up before, but I thought I'd bring it to light if it hasn't.

    >

    > Id like to add at this Point: If you mark a Target that has multiple hit points, like the Golem Mark II or the Worms, it only counts for the marked part of the mob. Its nothing mayor but something to make note of.

     

    something else. if your focusing a boss. like say in a fractal (the ice man, or that large asura..whats his name...). and you mark them, then they teleport away due to hitting the hp requirement to proceed to next phase (or they become invulnerable to say some lines)

     

    then your mark is stuck on them until cooldown, and its not really beneficial.

    if your mark becomes immune to dmg like that (not the same immune of a player, but npc immune). then it should automaticalyl count as the marked target being "killed" (aka it refreshes your mark) as you can't do anything more to them

     

     

  4. > @"Despond.2174" said:

    > I appreciate the rifle buffs, but PP is still better from what I've read and tested plus it's smoother gameplay. I'll be sticking to PP if I am using DE for now, but maybe I've missed something, we'll see.

    > I have to leave, a power mesmer is after me! *flees*

     

    .....fking mesmer <.<

    *goes back to whispering "Nerf Mesmer" to Anet employees in their sleep*

  5. > @"Lonewolf Kai.3682" said:

    > > @"arenta.2953" said:

    > > > @"Lonewolf Kai.3682" said:

    > > > > @"Ayrilana.1396" said:

    > > > > I suggest people read the last sentence of the OP’s post.

    > > >

    > > > With the exception of arenta’s post and Leo’s unrelated post, I think most posters in this thread are well aware of that.

    > > >

    > > > Thanks for clarifying though.....

    > >

    > > i'm aware its a joke. hence the exaggerated response =/

    >

    > Sorry m8. I thought it might’ve been exaggeration but wasn’t too sure. Almost didn’t include you in that reply.

     

    i was looking for any reason to use that pic xD

  6. > @"Iyomi.5374" said:

    > They forgot to address the Perfectionist issue with this perma-max malice change.

     

    good point

     

    will using mark when you maxed immediately give it to you......or will it have a background counter

     

    or do you not get it...

     

     

  7. > @"Imperadordf.2687" said:

    > Get ready peeps

    > Get ready for the “Dedaye too Opee nerf plz it oneshotz me evrytim” from plebs of WvW.

    >

    > This is the only patch we’ve had without Thief nerfs in like.. a long time.

     

    anyone who says that can go meet insta death mesmer mindwrack <.<

  8. > @"MUDse.7623" said:

    > > @"arenta.2953" said:

    > > > @"MUDse.7623" said:

    > > > permanent max malice could be fun if you want to annoy people in WvW ..

    > >

    > > still no stability though =(

    > >

    > > even the buff to consume plasma doesn't help as we don't get that as a steal option =(

    >

    > yes but now you can run a s/x DE build with swindlers equilibrium without losing the damage bonus, wich is nice. or trickery..

     

    true. very true =D

     

    though i'm more surprised Pistol Whip wasn't touched xD as spammable as ever

  9. > @"MUDse.7623" said:

    > permanent max malice could be fun if you want to annoy people in WvW ..

     

    still no stability though =(

     

    even the buff to consume plasma doesn't help as we don't get that as a steal option =(

  10. > @"Cuddy.6247" said:

    > My guess is Braham will become an icebrood and we'll get our fight with him then. And then Rox will talk us out of killing him and instead we'll just capture him and he'll be our first attempt at replicating the Forgotten ritual to cleanse corruption. Then when he's cleansed that chip will be off his shoulder because he realised that we had him dead to rights and still chose to save his life because we're allies to the bitter end.

     

    screw that. i'd join the inquest and torture him >=D

  11. > @"dDuff.3860" said:

    > I'm unhappy about changes.

    > Like really, PvE buffs?.

     

    to be fair, we needed it.

    with our lack of pierces, unblockables, AoEs, and loss of our mobility. our dmg really was reduced compared to other range.

     

    so this will really help in PvE (though i still say we should have gotten a pulsing stability on kneel)

     

    but it isn't going to help us at all in PvP =/

    pitty they didn't touch it at all for that..

  12. my only issue with axe is its rather bad for lifeforce generation

    outside of the 2 skill, it doesnt help regain lifeforce.

     

    sure the vulnerbility apply is EPIC. but a necro that is struggling to regain lifeforce will suffer in long term =/

  13. Thief

     

    We felt that the current offering of stolen items wasn't scaling well enough with the difficulty of raid bosses, so we added a selection of new stolen items that have effects tailored to the needs of a raid party. The deadeye's malice generation, while appropriate for normal enemies, ended up scaling poorly against larger bosses with lots of health. Losing malice because of a mark time-out in a long fight felt disappointing, so we updated Deadeye's Mark to preserve malice stacks when marking the same target again. We also increased the power of several rifle skills to account for the higher health of PvE enemies.

     

    Consume Plasma (Stolen Skill): This skill now grants alacrity for 3 seconds in addition to its previous boons.

    Deadeye's Mark: This skill no longer drains malice when marking the same target again. Reduced the recharge from 30 seconds to 25 seconds. Increased the mark duration from 25 seconds to 30 seconds.

    Deadly Aim: Increased damage in PvE by 25%.

    Spotter's Shot: Increased damage in PvE by 21%.

    Three Round Burst: Increased damage in PvE by 15%.

    Death's Judgment: Scaling per malice increased from 15% to 20% in PvE.

    Bountiful Theft: This trait will now grant alacrity to nearby allies for 3 seconds if it removes alacrity from enemies.

    Fire for Effect: Reduced internal cooldown on this trait from 1 second to 0.5 seconds to better sync with stolen-skill recharge.

     

    The steal table has been updated with raid-specific skills in raid areas of the game. These skills are as follows and have been placed on certain creatures and bosses throughout each section:

    *Unstable Artifact: Shadowstep to an area and deliver a large immobilizing strike. If a downed ally is in your targeted area, you will instead shadowstep that ally to your location and partially revive them.

    *Detonate Plasma: Activate this skill to apply many boons to nearby allies.

    *Soul Stone Venom: Use a corrupted soul stone to immediately remove all conditions from nearby allies, converting each unique condition removed into an instance of Soul Stone Venom on that ally. When attacking while this venom is active, an additional strike that's sourced from the applying thief will be applied to all of your successful hits.

    *Magnetic Bomb: Throw a magnetic bomb that continuously damages and pulls enemies to a point.

     

     

     

     

     

     

     

    --------------

    Quite the dmg boost for PvE

    Sadly not much change for PvP....oh well i'll take this as a win

  14. > @"Lonewolf Kai.3682" said:

    > > @"Ayrilana.1396" said:

    > > I suggest people read the last sentence of the OP’s post.

    >

    > With the exception of arenta’s post and Leo’s unrelated post, I think most posters in this thread are well aware of that.

    >

    > Thanks for clarifying though.....

     

    i'm aware its a joke. hence the exaggerated response =/

  15. > @"Aeolus.3615" said:

    > WE already have mounts... it is called golems :astonished:

    >

    > A charr tank build from supply (alot of supply)would be kewl i guess, but would be limited 1 per alliance, and up to 8 players xD

    >

     

    .......a charr tank.....

     

    *looks at a random charr*

     

    *looks at my ballista*

     

    .....

     

    *jumps on the charr and tries to attach the ballista to his back as he screams for help*

     

     

    moral lesson: never mention an idea where an Inquest Asura might hear it >=D we come up with different ideas

     

    but yeah, that would be interesting.

  16. > @"Cobrakon.3108" said:

    > February 6

    > 1. Dead Eye Mark- The stolen abilities now give boons for half a second longer

    > 2. Vigor, because we like talking about vigor, we will give u some of it back from when we nerfed it but not a whole lot.

    > 3. A random utility that no one uses. We will buff this utility but not to the point where it will be useful, keeping it useless.

    > 4. A new utility has been added PECKER. Every time u shadow step u gain another shadow step, because we don't want u to go in and make great combos. We want u to peck>run> peck>run> peck>run.

    > 5. Damage reduced on sword and dagger across the board by 20 percent.

    > 6. Thief has been renamed Circus Acrobat. Circus Acrobat does not wear leather, and instead wears light/cloth.

    > 7. We know you really like this one "invigorating perception." every dodge roll gain 15 precision. That's a game changer! (note the precision buff only lasts 2 seconds.)

    >

    > Post your own patch notes for humor or what u think they will change if anything.

     

    .......oh no.....

     

    > 7. We know you really like this one "invigorating perception." every dodge roll gain 15 precision. That's a game changer! (note the precision buff only lasts 2 seconds.)

    >

     

     

    ......................why......

     

    > 7. We know you really like this one "invigorating perception." every dodge roll gain 15 precision. That's a game changer! (note the precision buff only lasts 2 seconds.)

    >

     

    ...................................

     

    *knocks on Anet's door*

    ![](https://i.imgur.com/LYsdZm9.jpg "")

     

     

     

     

    but no seriously. no touching my life steal <.<

    (yes i'm aware this is a joke)

  17. > @"Oglaf.1074" said:

    > The image of a proto-Asura in a loincloth chasing down and ripping apart a big underground slug or somesuch with her bare teeth amuses me.

     

    ripping into anything with those sharp teeth amuses me xD

  18. honestly...

    Reaper vs Necro. i'd be better with Necro probably. as Reaper is so slow to do anything.

    but i play it because GS + reaper shroud look cool (and i'm a rapid heal fanatic. 200 hp per secound while holdign a GS is nice)

     

    Deadeye vs Thief. Thief would be vastly superior. as deadeye gives up so much mobility and survivability.

    i'd be better off using a thief with p/p.

    but i play deadeye cause rifle looks cool.

     

     

    only classes i can think of as being vastly superior to their base form

     

    are Holosmith (because base engineer has little to nothing in the form of melee or high dps)

    Soulbeast(it isn't OP, but it just improves everything on base ranger ever so slightly......hiding the pet helps)

    Daredevil(cause haha evade removes movement debuffs and gives swiftness and is spammable.)

    and Scourge(cause Scourge is OP as hell in pvp. taking Necro and buffing it.

     

     

     

     

    everything else, is more giving you new options for how to play it, not making it superior to the base class. moving sideways, not higher up.

    So for everything it adds, it has a downside to compensate.

     

    Examples are

    Druid: a dedicated healer. something Ranger didn't have before. but Ranger is superior in damage in all ways

    Deadeye: a long range thief.....though is the range worth the sacrifice to mobility and survivability?

    Reaper: a melee necro.....thats literally it. switching from mid range single target. to close range swings.

    Spellbreaker: a support warrior that focuses on boon removal warfare, instead of just bashing their head in.

     

    and so on.

     

    GW2 isn't P2W. but rather its going through growth pains as it tries to insert more skills into the game and keep everything balanced. theres going to be some classes that shine while others suffer. These will change as balance patches come and go.

     

    like currently, we're seeing a massive meta toward condition dmg (and thus scourge) as it has no way to reduce its dmg, and is so easy to be spammed that condi cleanse can't compensate.

     

    so all classes that focus on conditions are popular. and PoF had alot of them (though not all)

     

    but HoT and the base game both had some as well.

     

    when Anet fixes the condition plague, we'll see what rises to prominence in its ashes.

     

     

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