Showing Posts For Barius.1089:
My biggest problem with the new dungeon mechanics is really the way that this was all branded. Let me preface my comment by saying I have completed all three paths and did so without using any exploits or other shenanigans in order to see what has been going on. Sure, they’re difficult, but they’re doable if you have five people who are willing to talk out strategy before a fight.
Thus, my problem is this. The fact that boss fights are supposed to be more dynamic is essentially true, you have to worry about more then spamming damage on the boss in each fight for each path of AC. However, I find more and more that these fights hinge entirely on the NPCs making INTELLIGENT use of THEIR abilities. I.E. In path 1 the fight can become MUCH easier if Hodgins spams the rings of fire in USEFUL areas. Grast in path 3 can only help if he actually uses his bubble properly, and an entire party can wipe if Rumblus decides to use his boulder drop twice consecutively (if it is a bug, it has happened to my group) because he will not recast it. Path 2 requires Detha to activate traps so that you can even finish the boss.
Basically, each path while ‘dynamic’ is essentially an attempt to bend the players’ wills to try to force an AI character into doing what would be helpful. I feel like this is not really intelligent design and doesn’t make fights more complex. Giving players the 2 flaming scepters in path 1 would be interesting, the traps in themselves for path 2 were interesting (Detha is eternal frustration), and the invulnerable bubble from Grast is more-or-less okay. A tip for path 3— use ctrl+T to target Grast so he is much easier for the group to keep track of.
Basically, don’t give our group an auto-fail boss fight that relies on an NPCs intelligent use of their mechanics. It isn’t really all that great to ‘hope he does it right’ every fight.
Edit: A little bit of grammar, still not perfect. Sorry!
While we work hard to keep updates going on all professions, not very build us going to contain fixes for everyone due to the nature of software development. One problem with rangers is the lack of build diversity created by a number of sub par utility skills. Many signets, a shout or two, and spirits are all a bit lackluster. That is the first place to expect improvements. Second is trying to improve the feel/ pacing on some weapons.
Ok I can’t type more with tiny phone finger keypad. See you in game!
Jon
Thanks for the signets. Where are our spirits? This was in November. Much love.
P.S. The one-handed sword attack chain is still frustratingly difficult to use.
Hate to necro this thread up a bit but I was looking to build my warrior with a hammer and I am primarily focused on PvE. I was hoping someone could give it a look and tell me what they think. The basic idea is to try and benefit as much as possible from keeping your adrenaline topped off while getting an AoE stun every 10 seconds. The rifle is there to help deal with bosses who largely ignore your stuns.
http://gw2skills.net/editor/?fIAQJASUjgONvpOGPMxBCkiqwFjiiIe1j2UH5A;TIALOGEA
Basically, the biggest problem I have with the build at the moment is that the Discipline line gives this whopping 30% crit damage and I have no real way to take advantage of that. I figured without ANY precision gear I could average a 20% crit chance with Heightened Focus and Sigil of Accuracy. This could get better with fury and things like that and synergizes well with Sigil of Intelligence for a swap to rifle and maxed burst skill.
Essentially, I wanted to make a hammer build that does not use 30 pts in Tactics for banner/shout support. I wanted to emphasize control and also be completely flexible with my utility skills. The ones in place are just generalist ones at the moment. Condition removal, Stability, and a spammable interrupt. Please let me know what you think!
-Barius