"Phantasmal Duelist: Damage now matches the tooltip. Increased damage to match the lost damage from a previous bug fix."
I thought the problem was with Berserker, not the Duelist.
Was the duelist also having this same accidental damage nerf problem?
How come they didn't state a damage fix to Berserker like they did duelist? was it fixed or no?
- Viewing Profile: Topics: ZigKid3
ZigKid3
Member Since 21 Aug 2012Offline Last Active Jan 28 2013 07:12 PM
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- Active Posts 78
- Profile Views 740
- Member Title Asuran Acolyte
- Age 21 years old
- Birthday July 14, 1991
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Gender
Male
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Location
CA
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Interests
Trolling
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Guild Tag
Bern
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Server
Isle of Janthir
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Duelist/Berserker
15 December 2012 - 09:10 AM
Pistol Whip
15 November 2012 - 09:00 AM
So I got killed by a Thief in 2 seconds
1. this isn't an exaggeration
2. this isn't a QQ
I figured it was the usual mug, CnD, backstab combo. But I took a look at the combat log anyways.
all it was was just Pistol Whip...
Infiltrator's strike
Then Pistol whip 19 times....19...
then a normal auto attack
http://imgur.com/dwCTf
Sorry it won't let me extend the chat box any more than that, there was more, but I did count exactly 19, not 18 and not 20, 19.
I see the skill costs 5 initiative (so can easily be done twice in a row).
it does a 1/2 second stun, and allows you to attack 9x with your sword.
This is what i found weird. If the thief that killed me, used pistol whip twice, why did it count it 19 times? if it counted just the sword attacks it'd be 18, or if it counted the initial hit as well, it'd be 20. so I'm not sure if it was some kind of bug that actually repeated pistol whipe multiple times or if they just used it twice and that each sword slash is just counted individually.
My other concern was how much damage was done by this.
each attack seemed to hit for about 800 per strike. 800x19=15,200+2k (infiltrators strike)+1k normal hit=18,200
15k in two seconds seems kind of ridiculous to me @.@
Is this normal for pistol whip?
1. this isn't an exaggeration
2. this isn't a QQ
I figured it was the usual mug, CnD, backstab combo. But I took a look at the combat log anyways.
all it was was just Pistol Whip...
Infiltrator's strike
Then Pistol whip 19 times....19...
then a normal auto attack
http://imgur.com/dwCTf
Sorry it won't let me extend the chat box any more than that, there was more, but I did count exactly 19, not 18 and not 20, 19.
I see the skill costs 5 initiative (so can easily be done twice in a row).
it does a 1/2 second stun, and allows you to attack 9x with your sword.
This is what i found weird. If the thief that killed me, used pistol whip twice, why did it count it 19 times? if it counted just the sword attacks it'd be 18, or if it counted the initial hit as well, it'd be 20. so I'm not sure if it was some kind of bug that actually repeated pistol whipe multiple times or if they just used it twice and that each sword slash is just counted individually.
My other concern was how much damage was done by this.
each attack seemed to hit for about 800 per strike. 800x19=15,200+2k (infiltrators strike)+1k normal hit=18,200
15k in two seconds seems kind of ridiculous to me @.@
Is this normal for pistol whip?
Always Shroud, Never Die
18 September 2012 - 07:43 PM
So I'm going to be making a necromancer as my alt. I was wondering what you guys think of this build for PvP. (and on a side note, for dungeon soloing attempts, but mainly pvp)
http://gw2skills.net...6kzJpTLMGYsJYiB
This build focuses on being in death shroud for as much as possible. Then, when not in death shroud, while building up for it as fast as possible, draining health to ensure survivability while doing damage.
-----------------------------------------------------
I chose dagger/dagger for the life steal, plus the auto gets a lot of life force. the offhand dagger gives me some condition removal and a blind.
the weapon swap i chose staff for some regen, another condition removal, and all of those marks can make me look really scary to people >:3
heal: i chose consume conditions as another condition removal, plus i get bonus health for it. i was thinking well of blood at first so i can heal from its after effects once i enter death shroud, but consume conditions seems a lot better with condition removal, heals nearly the same amount, and on a shorter CD.
signet of undeath: i get more life force, more time in death shroud. plus i can help allies if need be.
blood is power: more life force, plus i can remove the bleed if i need to.
spectral armor: life force/protection
-------------------------------------------------------
Soul Reaping:
III - 15% faster recharge rate on skills, a must have.
II - life force drains 25% slower, a must have.
VII - death shroud recharges 50% faster, makes easier for me to swap to and from death shroud when need be.
Blood Magic:
I - faster recharge on daggers, must have for life steal and condition removal
II - more effective life steal (life siphon, vampiric, vampiric precision, sigil of superior blood, runes of vampirism (are these runes/sigils effected actually?)
V - more life steal
Death Magic:
VI - condition removal for going into death shroud, this is good with my faster recharge rate on death shroud too.
--------------------------------------------------
sigil of superior blood and runes of vampirism for awesomeness.
clerics amulet + clerics jewels
-----------------------------------------------
Pros:
-fun
-tanky
-being a troll
-can't die
-look scary when you weild the staff and lol
-life steal
-decent condition removal
Cons:
-not as damage heavy as some other builds
-----------------------------------------------------
comments? If anyone can, can they test out the build? (i'm not able to at the moment).
http://gw2skills.net...6kzJpTLMGYsJYiB
This build focuses on being in death shroud for as much as possible. Then, when not in death shroud, while building up for it as fast as possible, draining health to ensure survivability while doing damage.
-----------------------------------------------------
I chose dagger/dagger for the life steal, plus the auto gets a lot of life force. the offhand dagger gives me some condition removal and a blind.
the weapon swap i chose staff for some regen, another condition removal, and all of those marks can make me look really scary to people >:3
heal: i chose consume conditions as another condition removal, plus i get bonus health for it. i was thinking well of blood at first so i can heal from its after effects once i enter death shroud, but consume conditions seems a lot better with condition removal, heals nearly the same amount, and on a shorter CD.
signet of undeath: i get more life force, more time in death shroud. plus i can help allies if need be.
blood is power: more life force, plus i can remove the bleed if i need to.
spectral armor: life force/protection
-------------------------------------------------------
Soul Reaping:
III - 15% faster recharge rate on skills, a must have.
II - life force drains 25% slower, a must have.
VII - death shroud recharges 50% faster, makes easier for me to swap to and from death shroud when need be.
Blood Magic:
I - faster recharge on daggers, must have for life steal and condition removal
II - more effective life steal (life siphon, vampiric, vampiric precision, sigil of superior blood, runes of vampirism (are these runes/sigils effected actually?)
V - more life steal
Death Magic:
VI - condition removal for going into death shroud, this is good with my faster recharge rate on death shroud too.
--------------------------------------------------
sigil of superior blood and runes of vampirism for awesomeness.
clerics amulet + clerics jewels
-----------------------------------------------
Pros:
-fun
-tanky
-being a troll
-can't die
-look scary when you weild the staff and lol
-life steal
-decent condition removal
Cons:
-not as damage heavy as some other builds
-----------------------------------------------------
comments? If anyone can, can they test out the build? (i'm not able to at the moment).
Illusionist's Celerity vs. Phantasmal haste
11 September 2012 - 07:07 AM
anyone else notice that the first minor in the tree Illusionist's Celerity makes Phantasmal haste which is in the same exact tree as a major, redundant? (they dont stack, the CD caps at 20%, or at least this is what ive been believed to have seeing on the talent calculator).
obviously it's to prevent cooldown stacking beyond 20% like with one of those plus a weapon cooldown trait, i get that. but why are they both in the same tree? and why is Illusionist's Celerity which covers a broader spectrum than Phantasmal haste a minor instead of a major, shouldnt the two be switched? and the very first minor in the tree nonetheless.
obviously it's to prevent cooldown stacking beyond 20% like with one of those plus a weapon cooldown trait, i get that. but why are they both in the same tree? and why is Illusionist's Celerity which covers a broader spectrum than Phantasmal haste a minor instead of a major, shouldnt the two be switched? and the very first minor in the tree nonetheless.
What felt missing in this Patch?
09 September 2012 - 04:21 AM
So GW2 had a patch come out today.
https://forum-en.gui...ember-8th-2012/
I realize this patch is mainly for bug fixes and exploits. I also realize that they plan on making several frequent small patches in the near future.
However, I felt that some things were missing. Obviously, since they aren't exploit or bug related fixes they wouldn't come out in these things in the patching process just yet. However it is my highly anticipated hope that these be implemented as soon as possible after the fixes....
- Player to player trading. Currently there is no way to trade with anyone specifically. The closest thing so far is mail. Mail is fine and dandy with friends, sure, strangers not so much. You and another guy get items you want to trade each other from some PUG in a dungeon, so who's going to take the chance and send the mail first and hope the other guy holds up his bargain? The thing with the trading post is that you can't find anyone specific either as everything is bundled up and sold anonymously (that is is unless i'm missing being able to look people up in the trading post for some reason).
- Cash on Delivery. Pretty much goes with trading
- Dueling. At the very least in the PvP area, though it'd be nicer if it were allowed in more places than just that.
- Inspecting.
- My biggest gripe is with the collections tab. Some crafting materials can not be put in the collections tab and instead take up space in your bags/bank. These items can be cooking ingredients which have no other purpose but to be used later on to cook another recipe (as the description claims) like pie filling, dough of any kind, and dressings to even the most basic of crafting supplies such as green wood dowels.
Anything else that felt missing? Or at least, should be put in very soon?
https://forum-en.gui...ember-8th-2012/
I realize this patch is mainly for bug fixes and exploits. I also realize that they plan on making several frequent small patches in the near future.
However, I felt that some things were missing. Obviously, since they aren't exploit or bug related fixes they wouldn't come out in these things in the patching process just yet. However it is my highly anticipated hope that these be implemented as soon as possible after the fixes....
- Player to player trading. Currently there is no way to trade with anyone specifically. The closest thing so far is mail. Mail is fine and dandy with friends, sure, strangers not so much. You and another guy get items you want to trade each other from some PUG in a dungeon, so who's going to take the chance and send the mail first and hope the other guy holds up his bargain? The thing with the trading post is that you can't find anyone specific either as everything is bundled up and sold anonymously (that is is unless i'm missing being able to look people up in the trading post for some reason).
- Cash on Delivery. Pretty much goes with trading
- Dueling. At the very least in the PvP area, though it'd be nicer if it were allowed in more places than just that.
- Inspecting.
- My biggest gripe is with the collections tab. Some crafting materials can not be put in the collections tab and instead take up space in your bags/bank. These items can be cooking ingredients which have no other purpose but to be used later on to cook another recipe (as the description claims) like pie filling, dough of any kind, and dressings to even the most basic of crafting supplies such as green wood dowels.
Anything else that felt missing? Or at least, should be put in very soon?
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