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Member Since 02 Apr 2010
Offline Last Active May 27 2015 06:05 AM

#2336546 Kate Welch and Martin Kersten left Anet

Posted Azure Skye on 24 August 2014 - 02:09 AM

View PostShayne Hawke, on 23 August 2014 - 11:33 PM, said:

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I guess Martin was done putting up with ANet's crap.

This trainwreck ANet has been responsible for lately and the backlash they've been getting, this seeming like part of it, has gone so far past tragedy to just be amusing.  I feel more anticipation for hearing about what kinds of ways ANet plans on sinking their ship further and the community's response to them than any promotion they've done for the second part of the living story.
He (martin) twitted an underhand comment on his twitter, how were going to respond? A slap on the wrist? Well, he didnt go to the chain of commands? If he didnt like how they were treating him, he could of left at anytime.

She (Kate) doesnt want to be there, if you post something bad about your past employer in Seattle, your future employer will look at your social footprint on the web? who wants a less then professional person in your place of business. Fine, if you hate your place work at, fine. everyone has their opinions on how things work.

Your post is a flame bait. really? A sink ship? What the hell!

Stop hating on Anet, stop complaining and start appreciate what they do, im not talking about blind devotion but honest to god truth of things that need to help everyone beside selfish need of your own. The SAB or RIOT isn't important, the bug events, bugs everywhere and new living story content is important, if you hate everywhere here? i guess the game is not a right fit you! Before will call me a whiteknight. im not. im just hate seeing the selfishness and aggression of not getting what you want of the minority

#2329289 The Gates of Maguuma

Posted ZCKS on 25 June 2014 - 05:17 AM

View Posttypographie, on 25 June 2014 - 04:42 AM, said:

I doubt (and/or hope) that if Anet have a bunch of new dragon minions to add, they won't show them all off at once. The characters in-game are going into this patch not even knowing about the dragon yet, there's probably going to be a lot of lesser threats and ordinary Maguuma-area enemies for awhile until it becomes apparent that we're fighting a dragon.

Honestly depending on how lazy they wanted to be it wouldn't take much to create "completely new" enemies.

All they would have to do is create a new mesh & wire frame then copy paste already existing abilities & AI to it.

Not that that is what I want them to do, Quite the opposite in fact. I want new enemies with better AI, a wider range of abilities, faster yet lighter attacks and encounters that require actual thought instead of just zerker rushing them.

That or new utility skills (cross class profession specific abilities would be cool), new weapons & existing weapons being spread around more to existing classes.

Ideally we would get both new enemies and new skills but if I don't see some real new enemies then I'm going to start wanting some new skills because if all they do is copy paste a bunch of stuff then it becomes very redundant.

#2320477 Megaserver rollout complete

Posted Enchanted Krystal on 27 April 2014 - 12:11 AM

I quite like the magaserver update.  I play in Australia and at odd times & previously it was hard for me to complete some of the world events due to lack of active players.   Now I am having a lot more fun, and learning a lot faster too.  For the casual/leisurely player this is a good thing IMO.

#2295912 Most difficult build/profession?

Posted ben911993 on 14 February 2014 - 10:45 PM

I'd say ele, since it requires a lot more efficient use of skills to survive, especially when you're playing solo. That or mesmer.

#2231911 [Build][Guide] P/D Trolling Tormentor

Posted Loperdos on 08 September 2013 - 05:52 AM

Loperdos’ Disclaimer: As I did with my previous guide, I will preface this build guide basically the same way.  I am by no means an expert on thieves, this is a build that I’ve been kicking around for the last couple weeks because I was curious if it could be done.  In the 450+ hours I’ve played on a thief, I wanted to see if I could run with a build that was a bit different, albeit not unique (given the immutable law of the internet).

Once again, let me say that I realize that condition damage or hybrid builds do not do as much DPS as a straight up direct damage build.  If that's what you are looking for, check out Brazil's thread here.  He does a good job outlining what the current DPS meta is for the thief.  That being said, I will launch right into it.

The purpose of this build again is not a straight up DPS build, but rather a build that I wanted to see if I could construct around Torment.  Since a thief's only two ways to apply Torment is via Shadowstrike and Skale Venom, a P/D build was an obvious choice.  As opposed to my conD D/D build this build benefits from some direct damage because Shadowstrike actually has a decent dmg coefficient on it compared to Death Blossom.  So we take a little bit of direct damage and the hybrid build works.  Or at least seems to.







Heal/Utility Slots






Playstyle Tips and Tricks



And that's that.  I've used it in Fractals and Dungeons a bit here and there, but no extensive testing.  From the play that I have had in both those types of content, I've been pretty pleased with this build.  Its a lot of movement, and a lot of hopping in and out of combat, and a tad spastic when it comes down to it, but its a lot of fun.  You may run into some issues if you run with a group that likes to pin down whatever mob you are fighting because then you can't take full advantage of the bonus dmg/tick from Torment, but its still an additional DIFFERENT dmg condition that I figure any little bit helps out.

Feel free to add me in-game, Loperdos.7924, if you have any questions or comments or anything like that.  I've enjoyed the build so far, and it seems to be relatively good at stacking some Torment.  It probably has some interesting WvW ramifications, though the traits would probably need to be switched around a bit.  I'm going to try to put up some more videos of the playstyle of this build as well as my other conD build, so keep an eye out on my YouTube channel.

Thanks for reading, and I hope you enjoy the build!

#2166528 Is GW2's combat system a step backwards from GW1?

Posted Geralt Romalion on 19 February 2013 - 11:45 AM

I haven't read most replies, so if I say weird things you are allowed to correct/butcher me.

For one, I do not think you should compare the combat of GW1 and Gw2.
This because they are two entirely different games with different mechanics,
Both have their strengths and weaknesses.

Guild Wars 1 allowed for a deep amount of strategy, since you could pick every skill on your bar, and those of your heroes.
This allowed for a massive amount of theorycrafting, especially with over 1000 skills in the game.
Ignoring solo builds, the GW1 combat was not really about how YOU performed, but how YOUR TEAM performed.
The combat itself however was pretty basic, and sometimes boring.
For me this was countered by the hexes and enchantment system, allowing for various effects adding massive strategic depth.
The last few years of GW it steered away from its purpose, since several buffs allowed you to pull over 30 mobs and beat the crap out of them without a single death.
Before that it was great, since not only did you need to plan encounters, you also had to micro your skills, hero skills/party skills, positioning, but also what the enemy was doing.

Guild Wars 2 reduced the amount of skills and locked 5 of them on your bar, in order to optimise efficieny buildwise.
While I agree that GW1 became a bit like magic: the gathering with a gazillion skills, making it easy to create bad builds, it also really simplified the game.
We do no longer have enchantments or hexes with their respective effects, everything is reduced to boons and conditions.
The combat is more active and flashy, and the dodge mechanic is a great addition, but I do miss GW1's strategic planning of battle's, and the rewarding feel if you built your team in such a way you got through that hard encounter.

If anything, I would love a mix of the two.
The dodge and actionbased power of Gw2, combined with the strategic depth and free usage of every skill slot on your bar from GW1.

#2074809 11/15 PATCH GET HYPE

Posted Typhoris on 12 November 2012 - 08:06 PM

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#2059657 The most OP class in this game

Posted Xype on 03 November 2012 - 02:11 PM

Bright Wizards!

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#1920436 Mesmer's and thief's, too powerful?

Posted Red_Falcon on 12 September 2012 - 01:27 AM

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#2045887 The Tool Kit... Again

Posted Blizt on 27 October 2012 - 04:39 AM

Even though I do use the Tool Kit, the only skills worth using are Pry Bar (for spike damage) and Gear Shield (for obvious reason...block while moving is nice).

Imo they don't have to make completely new skills, just make auto-attack faster, less casting time on Box of Nails, instant casting for Magnet as well as increased range (something like 900~1200).

#1978074 Predictability, a new Thief mechanic.

Posted Rrafaz on 29 September 2012 - 12:28 AM

Let's face it folks. Thieves are broken. With endless initiative and back-to-back spam gameplay being a staple of Thief sPvP (and quite unnecessarily, I may add) and with a semi-decent amount of Thief experience myself (I have about 100 or so sPvP games as one, though it's not saying much) I feel like my experience with Thieves has been shallow and button masheriffic.

So let's look at what the problem with the Thief is: The initiative system. With it's fast recharge rate and no cooldowns, it's no wonder Thieves spam their best attack. Why use anything else? Why play smart, and have a chance of losing, when you can press one button and instagib someone from 100-0? This is the main problem that really needs addressing.

So here's my idea. A new class mechanic, called "Predictability". When using a single skill that costs initiative back to back, you take 15% reduced damage for each subsequent attack, stacking up to 60% at max. This won't affect autoattacks due to proccing off of one skill used over and over that costs initiative, and using an autoattack drops all stacks of Predictability.

Before you cry nerf, think about it. This promotes good Thief play, and punishes the bad button mashing that ends up being so shallow and generally not fun for anyone. Thief burst still exists, because you can go into stealth with Cloak and Dagger, Backstab, then Heartseeker for a good wallop of damage. It just requires more smarts and setting up now, instead of Haste-> Heartseeker until death.

Not only does this fix HS spammers, but it fixes everything bad about Thief builds, while still keeping them viable. Pistol Whip, when used multiple times inside Haste, is bad. But a good Thief will use skills in between, like Head Shot, Infiltrator's Strike, etc. to lock you down, and not just relying on that one moment where they have Haste up and can kill you in a second.

Pistol/Pistol and Shortbow Thieves get a trait somewhere, made for them: "Cloak of Shadow". This makes Predictability do less damage reduction, or no reduction, as long as they stay a certain distance from their enemies. Projectiles are unreliable burst and Unload/Cluster Bomb is easy to avoid and counter, so not as much punishment for repeated skills is needed. Also, most Thieves don't spam Unload in melee range anyway, as they're unable to react as well.

Tell me what you think. I thought pretty hard about this!

#1584732 Best Co-Op Profession

Posted Hep on 09 July 2012 - 11:42 AM

I know it's cliche, but play what you want to play (is that ok? If I may?). I think it can be argued that certain profession pairs work better together than others, but the result differences you get are small enough to the point where a profession you enjoy will be a better value than a profession that melds best. The only thing I may add is that it would be best to pick two different professions.