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Member Since 21 Sep 2010
Offline Last Active Jul 10 2015 10:46 AM

Posts I've Made

In Topic: healing hypothetically redesigned

03 June 2013 - 04:06 PM

The underlying problem is (at least with most end game content) you typically go down from one-shots as opposed to repeated lesser hits.  This means that stacking toughness, vitality, healing, and regeneration are fairly pointless for some classes, since you're going to be one shotted regardless of stat setup.

In Topic: How big do you think/want dragon "expansions" to be?

15 May 2013 - 12:19 PM

The above ideas cover most of what I would like, but I'm also hoping for some more attention to social features in the major cities so they feel less barren.

I'd love it if they had inns/bars/festivals take the place of social bonfires.  You hang out in these public places for a little while and get a 30-45 min buff due to boosted morale.  This would go a long way towards creating social hubs as opposed to the cities now, which just feel like a bunch of people running in all directions constantly (or piling up around the vault).  Throw in some mini games, far more emotes, and some kind of music or performing options for good measure.

In Topic: Is the April 30th Update "make or break"?

29 April 2013 - 12:58 PM

I'm not expecting any large design changes until the first 'expansion' comes down the pipeline, but I'm excited for the possibilities.  The super adventure box proved how versatile the engine is; changing the UI, map transitions, checkpoints, etc.  While I don't think we will see those conventions coming to the main game per se, it does show you how much variety can be added to the game with a little creativity.

I feel like the first major expansion (as in, a new landmass to explore) has the chance to go back to some of the design principles they hoped to implement when the game first released.  No heart quests, more involved and persistent dynamic events, less timer-driven world bosses, etc.  Add on top of that some more effort towards the social aspect of the game, some fleshed out minigame/diversions, and continued dungeon diversity like the fractals, and and I think it will go a long way towards maturing the game.

I know its probably just pie in the sky brainstorming, but the super adventure box really did make me excited about the possibilities.

In Topic: Would You Gamble Your 80 in Exchange for a Title?

23 April 2013 - 08:38 PM

I'm not sure I'd risk my currently level 80 as it's the character I use when playing with friends, but I'd enjoy an option for a 'hardcore' server where all characters are wiped upon death.  It would certainly make dungeons a lot more interesting, and would make the revive mechanic all the more essential.

In Topic: Need Help with my Mesmer

01 April 2013 - 07:15 PM

View PostVendonis, on 01 April 2013 - 06:51 PM, said:

Some little questions you said my build was close to yours, would you care to show me the diffrence to yours, cause as i said my build was a leveling one and is certanly not otpimal for Dungeonplay.
Sure.  In the traits we had only two differences.  I used Blade Training instead of Phantasmal Fury because I'm fairly reliant on blurred frenzy as a way to avoid damage (and I enjoy having the cooldown as fast as possible).  For example, on some bosses that have ranged attacks I'll use blurred frenzy, even out of melee range, to negate the damage if my endurance is low.  I took Master of Misdirection instead of Compounding Power - since all of your shatters do confusion damage (with shatter 2 doing double stacks) I enjoyed the extra duration, which will be even more potent if you ever do WvW.

For the utility skills I rolled with blink instead of nullfield (again to avoid boss attacks when endurance is low), switching it out for feedback in certain encounters.


The other one is, what is your current build, and why did you go away from the Rampager one?
I'm running a fairly standard shatter build at the moment, using sword/focus and staff.  The thing about power/prec/crit is it helps both shatters and phantasm damage, and there's no 'damage cap'.  I've been grouping with a few engineers recently and was getting frustrated that we were hitting the bleed cap so some of my damage was getting wasted with the sharper images setup.  I felt like I should just transition to either full condition or full direct damage, and since I tend to melee a fair amount it made the shatter builds more attractive.  The only thing I really miss about the rampager/bleed is that the clones were easy to keep up at all times (from rolling, decoy, and mirror images) whereas if the phantasms get wiped they take a while to bring back up.


And the Last is, what Build would you recomend me exactly for my Staff/GS Rampager Setup, Pyroathiest's Phantasm Support build or is there a better one?
I think what you have already is fairly good, but I would rely more on your clones to do damage through bleeds rather than your phantasms.  You've got such a high crit rate, and can make clones so easily, put them to good use.