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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

There is really NO reason at ALL to run MF gear in Fractals since it doesn’t effect chest drops and that’s where 99% of your loot comes from. In other dungeons I suppose it is somewhat helpful for drops, but not at the expense of completing the dungeon in a timely manner.

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Posted by: Risingashes.8694

Risingashes.8694

MF is a joke and the arguements for it are a joke.

“Skilled players are what really count.”

A skilled player in good gear is better than a skilled player in MF gear. A bad player in good gear is better than a bad player in MF gear. Yet the cost of MF gear is borne by all group members while benefiting only the individual being selfish.

What kind of mentality is that supposed to foster?

I’m amazed at the poor insight of the QA team, MF should have never made it in to the live game.

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Posted by: cerulean moth.2743

cerulean moth.2743

There is really NO reason at ALL to run MF gear in Fractals since it doesn’t effect chest drops and that’s where 99% of your loot comes from. In other dungeons I suppose it is somewhat helpful for drops, but not at the expense of completing the dungeon in a timely manner.

You must not be tagging enemies, because I get tons of enemy body drops in fractals, and MF influences the quality of the drop. Have you looted the boss bodies? They tend to have nice things too.

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Posted by: Godmoney.2048

Godmoney.2048

People using MF gear can be a hindrance to a party if the player isn’t very skilled. PUGing always come with dangers – but I find the most dangerous thing is a glass cannon stat allocation combined with berserker gear. Great for damage, but if a dungeon Vet sneezes on you, you’re gonna have a bad time.

Personally, I run with a mixed stat set for dungeons. I have about 15% MF without consumables, and spread the rest through a mix of toughness, power, and crit chance. I pretty much remove my +crit% in favor for MF%. I play a very mobile ranger as well, and know the mechanics of combat pretty well, so more often than not I am carrying a team of PUGs, or even my friends.

The truth of the matter is that even glass cannon builds can be possible in the hands of a highly skilled players who know exactly what to do. It all boils down to the player skill and their knowledge of the challenge at hand.

My personal approach to stats and skills are based around utility and an even spread. Min-maxing has it’s potential, but I’ve come to the conclusion that I am no help to my team lying dead on the ground, and team-play is more important than personal output, so as long as I can be up helping my team, I am valuable.

Um, are you sure you’re in the right thread?

Was that intended to address MF in dungeons? I’m not sure how your personal playstyle is supposed to be addressing the OP’s original thought.

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Posted by: wicket.2485

wicket.2485

I too hate when players use MF in dungeons, because it’s unfair to the rest of the party that has stats benefiting the group. Even using MF food in the higher level fractals is annoying. I run a balanced build that incorporates tankiness/dps and it works great.

Maybe MF should be capped in dungeons, affect the entire party, and be shown next to a players name for the entire party to see. Maybe cap MF at 45% so each player only need 9% MF. MF food shouldn’t count at all, because there are way too many good foods that give great survivability/dps.

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Posted by: cerulean moth.2743

cerulean moth.2743

Why cap MF at a certain percent, when it would be extremely cleaner for all involved to do away with it completely? If you play the game, you get rewards like everyone else. No stats hampering or calculations involved.