Showing Posts For Brewbeer.8239:
To all the people complaining about the golem pull, it has a fairly obvious animation. You can’t say you dodge perfectly or that it’s bad luck when you get pulled into lasers. It’s poor dodging and poor positioning, it has nothing to do with luck.
You are massively overreacting. I seriously doubt elementalists will fall apart in WvW or PvE because of the nerfs that are coming. And you can’t claim eles aren’t in need of a nerf in sPvP.
In general, I believe most world bosses simply needs to hit significantly harder. Golem MkII is a good example. If his smash attacks were a bit more unpredictable (capable of hitting all over the platform), and hit way harder (15-20k per smash on light armor) and his electricity hit for like 2-3k each tick, he would be a lot more intense and fun. As it is, there is simply no threat coming from many of the bosses. Shadow Behemoth suffers from the same problem. His aoe attacks are very weak, and barely do any damage.
You don’t buy T3 cultural for stats. You buy it for looks. And it’s well worth the price for the looks.
Old Tom, in the Asura fractal does this.
It would appear that that armor didn’t make it into the final game.
http://argos-soft.net/GW2ArmorGallery/index.php?sex=1&race=2&color=10&weight=1
It’s not here, atleast.
http://argos-soft.net/GW2ArmorGallery/
Take a look. Armor in this game is varied. Just because you haven’t been finding sets, don’t mean they don’t exist.
+1 for keeping the Box in permanently. This thing as amazing!
I’ve had to solo Subject Alpha a few times. Once or twice, I’ve been kiting Lupicus arund for a minute or two while another guy resses all the dead. Usually, when I’m in bad groups though, I take charge and tell them what to do. Most people listen and the dungeon goes smooth.
The only thing I disagree with from the original poster is not taking non-80s. Unless it’s specified when you look for more members, anyone who’s at or higher than the dungeon level is fair game.
I skimmed the thread and saw a post about not wanting people to use P/V/T gear. That’s just silly. Not everyone knows all the encounters, or can even handle them, and the extra tankiness helps a lot for beginners and poor players. You should only demand berserker gear if you’re specifically speedrunning.
That Megadestroyer from Mount Maelstrom is really hot.
@datbabykilla
Ever heard the term: Jack of all trades, master of none?
It fits Engineers to a T. There is nothing in particular we do better than anyone else, but we do everything atleast decently. Flamethrowers, rifle discharges and grenades are fully viable damage options, elixirs, elixir gun and toolkit offer great utility and there’s plenty of great cc and combo fields to be had.
Anyone who thinks engies are underpowered because they got a nerf on grenade damage is not worth partying with. Grenades weren’t even the spec you went with for damage on an engie. If you want damage, you go toolbelt and crit rifle. Grenades are amazing for their huge range, and incredible cc and vulnerability stacking. Not to mention that we got more than enough damage to compensate for it. Sigils, which can be used for great utility and damage, and the incredible Shrapnel buff, and twice as much might from drinking elixirs trait. Engies also retain all their amazing utility, which is easily on par with elementalists.
As far as long range nukers go, nothing beats a grenade engineer. Huge range and damage, but slow projectiles. It’s not a caster though. I think the mesmer greatsword is a good choice for long range casters, but don’t quote me on that. When it comes to support, guardians are indeed very awesome, but remember that other professions also can support well, but in different ways.
I only have a lvl 40 guardian, so I won’t comment on that profession.
But I’ve extensively played engineer, and never had any problems with any content. I’ve been able to farm Orr without complications, and the rifle is amazing for exploration. Easily accessible permanent swiftness also helps greatly.
Have you looked at the potential combo fields have? Alone, you might be able to pop off a cool combo for 3 might stacks or some extra healing, or aoe blindness, but in a coordinated group, hitting 25 might stacks from a fire field, or fully healing a party from a water field is not impossible. You have a whole lot of teamwork and organization in utilizing combo fields properly. There is also the coordination in handling defiance stacks, so that you don’t completely waste your cc, and can interrupt strong attacks.
Also, in your opening post, you mention “the main tank”. This is the completely wrong mindset. It implies you believe you don’t have to care what the mobs are doing, since you believe they’ll be attacking the “main tank” instead of you. No one person can take all the hits, even if they wanted and tried to. Everyone has to be able to both help eachother and fend for themselves.
Another thing I haven’t seen mentioned yet, is that if you are having problems with a certain story part, ask in map or guild chat for help. You can use /m to access map chat, or /g to access guild chat if you’re in a guild. The mission will scale up a bit depending on how many allies you bring, but it still becomes easier when you can help eachother.
A thief with Sword/Pistol doesn’t have to rely on stealth. You can play it more like a swashbuckler type, especially if you use Pistols as your other weapon set. Based on your post, I think thief would be the best profession for you. Just pick traits that don’t rely on stealth, and only use it for emergency getaways. You don’t actually have to use stealth at all, although the stun from the sword stealth is great.
Explore the world. See stuff you missed earlier, do jumpin puzzles, find secrets. You can also find an armor set you like the look of, and start working towards that, or mix and match pieces to find something unique. Dungeons are available in full at 80. WvWvW is also good fun.
Unfortunately, that comes as a reward from personal story.
http://wiki.guildwars2.com/index.php?title=Stalwart's_Jerkin&oldid=341957
The only other place I’ve seen it is in the PvP locker, where it’s also called Stalwart Jerkin.
Actually, that is a massively ignorant statement Brewbeer. Most of the combat in this game is rather simplistic. In combat being off by small distances doesn’t matter. General kiting required by 99% of the combat in this game does not require anywhere near the coordination of any of the jumping puzzles, even the “Space+W” as you’d put it.
It is not ignorant. Being able to press a sequence of buttons, such as 2+5+4+3 or time a utility ability to avoid a dangerous ability or aim aoe effects, requires more coordination and better motor skills than the jumping puzzles in FotM. None of them are timed. You can just point your character at the next platform, and press space+w. The jumps you have to make are not hard. They can even be done in combat. This means that you have a huge margin for error in them. I can understand people with disabilities having issues in timed puzzles such as the clocktower and griffonrook run, but not when they got all the time in the world to line up their character, and then make an easy jump.
If you can’t figure out WHY there are people with concerns about jumping puzzles in progression dungeons yet, then I’d assume you have some form of mental disability. Its pretty obvious if you read this thread and just pay attention. Instead you come in and just say “Jumping Puzzles are great” or “Lazy gamers”, but lack any consideration for those people who’d like to play a game with their friends but physically CANNOT complete a them.
Some how ANet managed to built a shut off for the dodge the lightning bars coming down the ramp if three people got past it, but didn’t think to make an equivalent for the jumping puzzles? Very inconsiderate to a very specific set of gamers.
Players who are unable to press space+w should maybe reconsider the game they’re playing. No one, and I mean no one, who can perform in combat in this game, is unable to complete the jumping puzzles in FotM. None of them are timed. Combat is far, far more involved, and requires far better motor skills than untimed jumping puzzles. The “Oh, I’m handicapped” argument is pure bullkitten, and just an excuse for failing, instead of working to get better.
I like the Claw of Jormag and Shadow Behemoth best. Still remember finding him in the first beta weekend, and being awestruck by the size of the boss. First time I fought the Claw, I was completely unprepared for when it came crashing down, it looked amazing.
Are you on EU? Because I’d be glad to help you out with both Act 1 and 2 if you are.
I also love Reaper’s Rumble, and hope it gets to be a permanent part of the game in some form. Hope Anet listens to the feedback they get on this!
I found Arah story mode to be quite a fun dungeon. With the exception of the bugged fight, it has interesting bosses, mechanics and setting.
Did you notice the helicopter that was hovering near your ship? Click on that, and you get transported to a nearby platform.
I’m on Far Shiverpeaks and I think it has a good community. There are some bad eggs, but they mostly stick to WvW, and in my experience, are far outnumbered by good people.
@SgtSarcasm
I believe they are talking about Giganticus. It’s a common pug tactic to kite him back to the closest waypoint and zerg him down. Insanity if you ask me, but apparently some people don’t consider repair bills.
I love the dungeons. Found some good players to run them with, and while there are some issues, like certain trash packs taking way too long (looking at you, pre-Giganticus trash) and the bugged token system, the dungeons themselves contain a lot of interesting encounters, like the rocket-reflect in CM and the Evolved Husk in CoE. They are also challenging, but once you find the tactics and the group coordination, clearing them is punishing at all. Some people can’t handle the different system and difficulty, and go in expecting the same dungeon experience as other games. They have a hard time learning that explorables work completely differently.
But if you buy that weapon, you won’t get the amazing skin. Legendaries are all about prestige. The ability to say “I’m the only guy on the server with this thing” is what you aim for when you go for a legendary. There is nothing wrong with the legendaries requiring hundreds of hours of work, because they are the ultimate status symbols. It’s not something everyone can get.
An alternative to maxing out just three stats could be to spread it out a bit more. Some stats complement eachother, and become more effective when you have both. Toughness and Vitality is the best example, since more health lets you resist more damage. Stacking just toughness won’t make you as sturdy as sacrificing some toughness for vitality. So, for those two final pieces, maybe get some vitality? I haven’t looked at the exact stats, but there should be some kind of vitality/con. damage gear, right?
I think the golems in there also counts as Inquest. There are lots of golems.
I disagree on that supply drop and mortar are weak. Mortar is very niche, but not weak at what it does. It has huge aoe, much larger than grenades, and is very useful in WvW because of that. It can easily hit people on walls or sneakily placed siege weapons that grenades can’t reach. Supply Drop is powerful, because it does so many different things. 2 second stun is nothing to scoff at. It’s a blast finisher, and I feel this part of the skill is very underrated. One of the turrets is a net turret, which means lots of immobilize. And the medkits can heal you almost up to full.
I also disagree on the weakness of the engineer. We have lots and lots of utility available, and great damage with the grenade kit. We can also be very survivable, with the shield reflect and block, massive cc, and elixirs. You say it’s a bad thing to be jack of all trades, since you have to specialize in something. I ask you, why specialize? Be a jack of all trades. Have a grenade kit for damage, rifle for cc, elixirs for utility. Or shield for survivability and mines and turrets for teamplay.
You say you should build around one gimmick, and then complain about lack of versatility. If you want versatility, there is plenty to get. Having two different kits among your utilities lets you change the way you play immediately. Running around with rifle, grenades and elixir gun means you can at any time switch between cc, support and damage. That’s a lot of versatility. You probably won’t do as much damage as a greatsword warrior, but you can support much better. You probably won’t support as well as a staff guardian, but you can do more damage. This is just one example of what you can do. Focusing on a single aspect of the engineer will mean you lose the other aspects. Luckily, we don’t have to focus. We can spread our traits, and be prepared for any situation.
People whining about Giganticus don’t know what they’re talking about. Giganticus is hard, not impossible. He requires excellent execution. He also requires setup, since stability is a must for escaping his bubble.
To Anet, please don’t nerf him. As it stands, he keep out people who have no business doing Arah until they wise up and get better. And that’s how it should be.
I have only the the original post, so forgive me if this has been brought up.
You were doing something wrong. You claim cc doesn’t work, no way of keeping people alive and it being a chaotic zergfest.
None of this is correct. CC is crucial for success. Knockbacks, stuns, slows, blinds. All these are nescessary for success in a dungeon. If you don’t use them properly, you suffer for it. There are lots of ways to keep people alive, but you can’t help them if they won’t help themselves. Aegis, protection and condition removal all work great towards keeping people alive. There are other way to stop damage than healing it up. It’s only a chaotic zerg fest because you don’t understand what’s going on. You went in with expectations from other mmos, which you played extensively, but these expectations led to behaviour that hurts you in the GW2 dungeons.
You can cc bosses, and everything they do has a trick to it. If you need to graveyard zerg a boss down, you are doing it wrong. It’s very inefficient, not to mention frustrating. And again, healing is not the primary way of keeping people alive, mitigation is. Preventing the damage altoghether is preferable to taking it then healing it up.
On loot, you realize the point of dungeons are the challenge and good times you have doing them, right? You shouldn’t run dungeons you hate because you get better rewards from it. The challenge in itself should be reward enough for doing it. If you don’t have fun in the dungeon, there is no need to run it.
On “designed to kill you” this is simply false. There is a difference between things being hard, and you failing on group coordination and tactics, and “designed to kill you”. The CM example with the golem you bring up is a good example. It didn’t “randomly aggro” you. It turned to you and shot rockets at you. That you couldn’t react in time to evade, or wasn’t prepared with some form of mitigation, is entirely your fault. You also mention being a clothie, and that’s the cause. This is false. Light armor doesn’t have significantly less survivability than heavy armor. It was your items or build that was wrong. Having either toughness or vitality, or a mix of them on your gear goes a very long way to making up for mistakes you make in a dungeon.
When everything was so horrible in the dungeons, didn’t you ever stop and consider you were doing something wrong? That it might not actually be the games fault you were failing?
I can’t agree here. Have you tried combo fields? I’ve run dungeons with some friends where we worked toghether to do combos. Fire fields give 3 stacks of might with a blast finisher, and getting 25 stacks of might is not impossible with 3 people working toghether to get blast finishers on the field. A water field can full heal an entire party with blast finishers. A whirl in a light field can clear off all conditions. There are lots of ways to work toghether. Talk with your pug about setting up combo fields, and who has the best finishers.
And if you consider mitigation useless, you are plain wrong. Protection is 33% damage reduction. Weakness is 50% damage reduction. Aegis blocks a whole attack. These things means the difference between life and death for party members. If you feel a mob hits too hard, stack protection to lessen the damage. If mobs do big and slow attacks, use blinds to negate all their damage.
Proper use of teamwork also lets you burn some trash mobs down. Work up 25 stacks of might on your team and 25 stacks of vulnerability on a mob, and it dies very fast. This isn’t very hard to do either, when your entire group works toghether to combo properly.
Different professions have different fields, and different finishers. Necromancers can get great dark fields, thieves have lots of smoke fields, and elementalists have water and fire fields. Warriors got lots of blast finishers, as does engineers. The player interactions are very much there, you just need to find and utilize them.
@DaRkSiDeR
That is actually what they are telling people. Explorable dungeons are not meant for everyone. They are meant to be very difficult, and require more from the player than the average can put out. The far easier story modes are there for a reason.
They are also not meant as moneymakers. If you want to try and make money from explorables, you need a steady and very skilled group to play with. Graveyard running doesn’t work if you want to come out ahead.
Didn’t anyone in this thread read the patch notes? You get 60 tokes for the first run of a path of the day, and 20 if you run the same path again. So if you keep running magg over and over, you get less tokens.
If it doesn’t say that they are soulbound on acquire, report it as a bug, and maybe try to get support to fix it for you.
@Sean
If you feel burning is a problem, bring condition removal.
Rumblus is really obvious, getting hit by it is entirely your fault. The birds in HotW disappear if you go into the water. Not entirely intuitive, but it’s there.
Also, on the downed state, it’s not dead at all. Beyond just getting them up normally, all classes have something that gets people up from the downed state almost instantly, or a lot faster than normal. Reviving downed players is in no way pointless or a waste of time.
@Zenyatoo
You can see Kudu. He gets the charge-up effect, a lot of bosses have the same effect. This isn’t very hard to spot. You also have to remember he doesn’t have any follow up for it, so it’s easy to get up anyone who gets downed by it.
I have only done the butler path in CM, but from your description it sounds very much like a timing thing. If she stealths, in the beginning, use mist form or elixir S or similar to get the timing, then dodge the rest.
SE I haven’t run at all, since I’m not interested in that gear at all. Does the vacuum work like Kohler, in that he doesn’t actually kill you with the pull, but an ability afterwards? If it does, abilities like Roll for iniative or Lightning reflexes work well.
Eir in TA has two counters. First, blind works. So keep a blind up at all times, and you can burst her down. Or, you do as you say, and make sure she only hits a single person, and then get that person back up when he goes down. On autoattacks, I’ve never seen a boss with incredibly brutal autoattacks that can’t be spotted. Giganticus is probably the hardest to spot, and his autos hit very hard, but that’s part of what makes it a challenging boss, that it requires good awareness to even spot the attacks.
I agree that lots of bosses need more abilities or less hp, the evolved destroyer in CoE or the Abomination in Arah are good examples of needing both, . But saying bosses are poorly telegraphed because you don’t immediately realize how to read them is wrong.
Well, I’ve run it several times, and completed all the paths. As said, need more specifics to give really good strategies. I can talk about Subject Alpha, since he’s in all the paths. He uses slightly different abilities depending on the path. He has 3 main abilties, and uses 2 of them depending on the path. A dragons tooth aoe that’s easy to get out of, a cone of earth spikes that is very dangerous, and huge aoe’s centered on each player.
The cone you can heal through with the normal 6 heal and some water field blast finishers. The huge aoe have three ways to avoid it. You can run out if you have a speed boost like swiftness. You can stand in the middle and not get hit, but sometimes the circles overlap, which means this isn’t always feasible to do. You can also time a dodge to evade the damage.
From the second time you meet him, he starts encasing players in crystal. You need to help stuck players out of this, they can’t do it themselves, and you also want to get them out before the next aoe hits. Third time he also summons essences, which heal him if they reach him.
That’s Subject Alpha. There are other things, such as the laser trap, Evolved Husk, and security hacking that bears mentioning, but you’ll have to ask for specifics.
Oh come on guys.. seriously. The boss battles are not engaging and challenging in a fair way. Some other games do this beautifully, where Guild Wars 2 fails to deliver. I love this game but the dungeons are in need of some serious changes.
Do you really want to compete with a boss with incredibly high hp pools, plenty invulnerability moments and unannounced damage spikes? Be serious… I don’t mind games being hard. A boss can even have the ability to one-shot me for all I care, as long as I feel that I had an opportunity to react/block it. There is a big difference between having cheap difficulty (quite tedious) and being challenging (engaging).
Do name some examples of bosses that oneshot without warning or ability to evade. I guarantee you, they don’t exist. I’ve seen a lot of oneshot mechanics, but none are without warning. Have you considered that the fault might lie with you, not the boss?
I can’t comment on the pulling single mobs thing, but I can comment on the “forced into ranged combat thing”. This simply isn’t true. I play engineer, and I always try to get as close as possible, because the rifle does more damage at melee range, and grenades stack vulnerability faster when they don’t have to travel. It depends a bit on the boss, for example Giganticus in Arah is hard to melee, but melee on the locust swarms is very useful. Most bosses though, it’s very possible to melee them, it’s just harder than ranged. Just because your friends aren’t good enough to melee bosses doesn’t mean it’s impossible. A very good example is Subject Alpha in CoE. He constant tosses out “10 red circles that leave no room to escape when you are in close combat range.” Except that spending time close to him is better, because with good timing and movement he won’t hit you, and you get increased damage in melee. So, either you stay safer at a distance, or you go in and do more damage. Risk/reward.
@Afkjosh
Maybe he’s happy he had fun, and was challenged by the game in a new way? Maybe it isn’t always about the reward?
@Spectacles
These dungeons are a good way to spend time, they are fun, have interesting encounters (the Evolved Husk in CoE explorable is a good example) and you don’t lose any money from running them, and gain lots of good salvage.
See what I did there?
Well maybe if the content offered was rewarding for taking the time to do the entire thing
This, and the fact that it takes literally 2 hours just to go through the trash mobs in Arah, and that some of the bosses need some tweaks, because getting one shot by something you cannot avoid is not hard or challenging, it’s just stupid.
There is no boss in Arah that uses attacks you cannot avoid. I will assume you are speaking about Giganticus, since he’s the most common cause of oneshot attacks. To begin with, none of his attacks will oneshot a properly specced and geared character, you know, one of the things stated by Arenanet as needed for completing explorables. He WILL oneshot glass cannons, or if he got too many stacks, in which case you failed the fight anyway. He also telegraphs all of his attacks. The charge is obvious, the red circles are also obvious. His “autoattack” is not so obvious, but it can be spotted and avoided by someone skilled and used to the fight. It will also not deal enough damage to oneshot someone. Everything in the third phase is obvious.
The point of running the dungeons would be to have fun in them. If you don’t see how you could have fun in them, there is no need to run them. You do not run dungeons for the reward at the end. There are interesting challenges and enemies to find in dungeons. If dungeons would have given better gear, people would have been forced to run them, despite not wanting to. The best gear in the game can be acquired in a number of different ways, which means all the other possible ways are there for fun, not nescessity.
I realize “fun” is a difficult concept to define, since it means different things for everyone, but it’s the best answer I can give. It’s a game, and I would assume you play games for fun, since that’s what the large majority do. Do things in it you find fun, not things that are boring. If getting better gear is the thing you find fun, you can either quit the game after your full exotic set, since the gear won’t get any better than that, or make sure your stats are completely optimized, or see if you can find fun in something else in the game.
I am sorry for the experience you had, but I can’t say I had the same experience. I’ve never seen anyone get refused from a dungeon based on profession or gear, and I’ve never done so myself. The problem might be in the specific dungeon you ran. CoF explorable is infamous for its easy farming spot, which leads to elitists running it over and over for the easy gear. Avoid people that want to token farm, since they don’t run the dungeons to have fun.