u/Exotic_Rhubarb_9770

Enhancing the crit hits visual effects

Hi guys,

I was wondering if there is a way to make critical hits more visually "distinctive", for instance by using a larger font or even a different color for the yellow numbers. I tried to look into GWToolbox options but did not found anything. And if it is not possible, would you like to have access to such an option?

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u/Exotic_Rhubarb_9770 — 1 day ago

Infuriating heat hero

Hi guys,

With the recent buffs to nature rituals (2 s cast time!) I would like to make good use of infuriating heat (I mostly play SWS-based builds). So I'd like to hear your thoughts about it if you guys already have an experience with IH:

- Is is better than good old FGJ (+enduring harmony)? With IH I could use one more slot on my bar and enjoy 100% uptime. That being said I'll have to slot IH on a hero and burn a potentially useful elite skill. Also it looks like IH is bugged (not twice as fast adren but rather +1 strike per attack, which is less interesting (2weeks could you please fix this? Thanks!)

- On which hero would you slot IH? Even with 0 expertise the duration is 30 s, but I am worried about the spirit dying to anything. Maybe with an "of the ranger" mod?

- Do you know any situation when it would backfire on my team as a result of foes also building adren very fast?

Thanks!

(PS: I also thought about weapon of fury, but not being able to use splinter weapon makes it unattractive imho)

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u/Exotic_Rhubarb_9770 — 1 month ago

Now that it may be here to stay - what is your honest opinion on mighty throw in PvE?

Hi guys,

First let me start by saying that I really enjoy the new skill balances - the vast majority of them go in the right direction, especially the june 24th one. Slight Me and derv nerf, nice warrior buff - really appreciated the buffs to HB and cleave. For paragon, motivation is now really good. But as many of you I guess, one skill caught my eye: mighty throw, with a new very mighty 1s activation time.

At first I thought it was some oversight from the devs, and I must say I really enjoyed my machine gun SWS warrior, waiting for the next hotfix to tone this down. But it looks like new mighty throw is here to stay in PvE given the PvE/PvP split. So the devs think it is fine like this.

My experience with martial characters is limited so I may be completely wrong but: mighty throw as it it is overpowered. It is not only the best spear attack skill by a huge margin, it is also the best attack skill in the entire game. Insane dmg, 1s activation time, at range and nearly undodgeable, for 2 adrenaline. While I completely agree that spear mastery needs some love, this is way too much.

Let's compare MT to other attack skills. In spear mastery, the two elites do a bit more damage and some nice additional effect, but eat your elite slot, have standard activation time and cost way more adrenaline. And come on, wearying spear does the same, for more adrenaline, standard activation time, and 5s weakness on yourself! Axe mastery? Executioner's strike does the same for FOUR TIME the adren cost and standard activation time. Hammer? Same for mighty blow. Power attack? 5e and 3s recharge, standard activation time. Bow attacks? Nothing comes close...

The one thing that is also weird is that MT was actually very well designed. The 3s activation time makes perfect sense as you throw a spear faster and for more damage...

Anyway sorry for the long post but I really would like to hear your opinion. Agree to disagree of course, but it seems to me that the new MT really hurts the delicate GW1 skill balance. Sure, block/blind exists, but ascan takes care of this. OK it is single target, but with 2-3 copies of splinter weapon on heroes, the AoE is actually really good. Just mashing one button should not generate that much DPS...

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u/Exotic_Rhubarb_9770 — 1 month ago

Question about strength

Hi guys,

Returning player here, having a blast with my warrior. I am trying to understand the passive effect of strength (+1% AP when using attack skills). The more I think of it, the more I am afraid that it is actually a very small dmg increase...

My question is, does this +%AP apply only to base weapon damage, or are the +20% from customization and/or+15% from S&H (or others) taken into account? Because if my math is correct, considering a hammer with 16 strength vs a target with 60 armor, this would give on average +4 dmg, and only for attack skills...

While I understand the strength attribute line is full of excellent skills, it just seems to me (if I understood things right) that the passive effect of strength would very much like to be buffed a bit. What are your suggestions?

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u/Exotic_Rhubarb_9770 — 1 month ago