Showing Posts For ChonieRanchito.1270:
interesting. could you run some numbers for thieves guild? and maybe both thieves guild and ambush trap together?
Male charr thief & warrior
hey guys im trying to level a brand new character to lvl 30-35 so that i can just go straight into dungeons.
Which crafts are the cheapest and fastest to level up?
ive heard leveling a craft to 400 = 10 levels. is this true?
I have a crafting booster, are there any good guides that could get me to 30+ in the hour provided?
any other tips and tricks to leveling on the cheap?
what is the general ballpark amount of gold i will need?
thanks.
hey guys dont know if this is the correct forum but i just switched build and was looking for a carrion back piece with the stats Power, Vitality and Condition Damage. I would like for it to be exotic as well if possible.
the closest thing i could find was the soldiers spineguard in one of the orr temples with the PVT stats.
thanks for the help.
Longbow. burst skill AoE is huge 3 is pretty big and 2 will go through multiple enemies. and the most important reason for this being the best tagging weapon is because its RANGED.
thanks for the advice but i have come across another problem.
I used the runes and have 45%, 30% from traits,10% from sigil of agony and 16% from veggie pizza. this adds up to +101% bleed duration.
vital shot gives bleeding(4.75s)
when mousing over the bleed stack it on the enemy it only says 7 seconds.
when actually timing it with a stop watch, its closer to 8 seconds.
now 2 × 4.75 =9.5 why am i only getting 8 sec?
I just switched from D/D zerker to P/D carrion condition dmg and was curious as to how runes work exactly.
My plan is to get 2 of each rune for the +15% bleed duration on each set. I know sigils do not stack but I was not sure if runes do or do not.
will i end up with the + 45% bleed duration i am hoping for? will they not stack at all and i will only have + 15% bleed duration? Or do they do some mathy stuff where they stack but its not the straight forward 15 + 15 + 15?
Superior Rune of the Afflicted
+28 condition damage
+15% bleed duration
+55 condition damage
+15% poison duration
+100 condition damage
You create a Death Nova when you go down. (Cooldown: 30s)
Superior Rune of the Krait
+28 condition damage
+15% bleed duration
+55 condition damage
5% chance to cause bleeding for 10s when hit. (cooldown: 5s)
+100 condition damage
+100 power while underwater.
Superior Rune of the Centaur
+25 power
+15% Bleed Duration
+50 power
+20% swiftness duration
+90 power
When you use a healing skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Also the trait “flanking strikes” reads: “Increases damage by 5% when attacking a foe from behind or the side.”
Does this include condition damage as well?
Thanks
(edited by ChonieRanchito.1270)
I also have this issue. It has only happened to me in WvW and it is incredibly frustrating after waiting 15min in queue.
however, for me it goes a step farther sometimes as the sound will start playing ~5x faster and the entire game will crash shortly thereafter. I send a crash report every time it happens. I just want to WvW
On second click is interesting and could also work. personally I would love for it to do it on the first. More options is never a bad thing though.
Am i the only one who uses fast-casting?
I currently use fast-cast ground targeting option and while it is a great feature there is one thing that bugs me about it. When this option is enabled, you can no longer see the green and red AoE circles on the ground, as the casting is instant.
The Problem – There is no way to tell if you are trying to cast a skill out of range unless you can precisely judge 900 or 1200 units with your eyes alone. Some people can, most people can’t. This means people are not able to utilize max range as we cannot accurately judge max distance.
The Solution – There are 2 ways I can think of that will help alleviate this problem.
Solution A- When the fast-cast ground targeting option is enabled, using a skill PAST max range will not only flash “out of range” on the screen but also the mouse pointer will flash RED to signal that the area you are clicking is out of range. Admittedly, this is not a great solution as it does exactly what the “out of range” text already does. However, it does add another small indicator.
Solution B – When the fast-cast ground targeting option is enabled, using a skill PAST max range will fire the skill AT max range. This will allow you use a skill without having to spam it until you find the range. Where this really makes a difference is in chasing and escaping. No longer will you lose your target because you couldnt precisely judge 900 units and undershoot your gap closer. It is a small QoL change but it will make a big difference. I believe this change would be much better than solution A, and would benefit many people.
Attached is a crude visual aid that hopefully clarifies what I mean.
favorite is Charr by far. then norns, asura, human and sylvari. its funny, before this game came out i thought i would have liked the sylvari the most because i enjoy lots of green nature-y stuff and charr the least because theyre more mechanical. but for whatever reason i cant stand caledon forest.
unless you are running a condition build D/D is all about burst. utilizing cloak and dagger with backstab will be a lot of your damage. so will heartseeker. if theres more than 1 enemy, dancing dagger does a lot more damage than people give it credit for. especially with 2 enemies dancing dagger spam will usually bring both to ~50%hp. caltrops are great in condition builds or for ranged kiting but not so much for a burst dagger build. i like signet of agility because it gives you precision and can clear conditions if youre taking to much damage. assassins signet is fine. i found ambush trap to be really useful as well as you get some extra damage and some1 to take the heat for a while. i maxed out critical strikes tree 1st when possible followed by deadly arts. you die faster but you should be killing things fairly quickly.
once i got to higher levels i experimented with D/D condition build. if you back it up with toughness or vitality you can easy take on 3-4 enemies at a time. caltrops and death blossom spam stacks bleed on everything around you. i thought it was ok but not really my preference.
Sword/pistol i found was great for PvE. pistol whip does incredible damage to multiple enemies. with blinding powder on demand you can stand in the area and melee enemies will be completely useless. with signet of malice you can also just stand there pistolwhipping and heal more than the damage being done to you. combine this with a shadow refuge which gives you lifesteal per hit and you will just not die. you can easily take on multiple enemies this way. actually its more efficient if you take on multiple enemies as signet of malice heals you per hit, you can multiple your healing by how many enemies you are fighting. also went power precision for this.
(edited by ChonieRanchito.1270)
i see a lot of people disappointed with steal and say that it is a weak mechanic and not very profession defining.
whether this is true or not is not the purpose of this thread.
the true purpose of this thread is to point out that steal is not our only profession mechanic.
we also have INITIATIVE. it seems many people take for granted what initiative does to the thief profession. the troll thing to say would be “lolz Heartseeker spam” but really think about it. it really opens up our gameplay and makes us really stand out from other professions. it adds a level of decision making not present in some other professions. do i save initiative to make a quick escape in case things go wrong? do i burn it all and get a quick kill? as much as weapon swapping helps, many professions are still “press 2-5, wait for cooldown.”
(as a side note and quick thought how awesome would it be to have this mechanic on all classes in an MMO? down with cooldown watching!)
so heres to initiative. the TRUE profession defining mechanic of the thief.
thieves are the most mobile class out there. they have a +25% movement speed signet and can keep up +33% movement speed out of combat near 100% uptime if you are willing to spend at least 15pts in acrobatics traits. however their ranged options are not the best out there (only class without 1200 range) and i wouldnt really consider them tanky. a toughness/vit/condition build is viable so theyre not super squishy and stealth shadowsteps and lots of dodges keep them alive mostly.
am i really the only person with any input on this? =/
the problem with this is that for thieves, it isnt a WANT of dual wielding. the only off hand weapons available to thieves are dagger and pistol; both of which can be used main hand as well by thieves and other professions. it is not a choice.
disclaimer: I am not QQing that weapons are too hard to farm or take too much time or that everything should be handed to me. i am simply asking why there are such disparities in prices when it comes to 1h vs 2h. this has nothing to do with professions as most (all?) classes can utilize both one-handed and two-handed weapons.
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I recently hit 80 and started looking into gearing up into a full set of exotics.
looking through dungeon sets i noticed that 1 handed weapons cost such as, axes, daggers, swords, scepters and maces cost 300 tokens.
however, 2-handed weapons such as greatswords, hammers, bows, staves and rifles only cost 390 tokens.
as a thief i use mostly use dual one handed weapons and i am trying to understand the reasoning for me having to pay 600 tokens for a weapon set whereas a longbow using ranger or greatsword guardian only has to pay 390 for a weapon set. why do i have to spend 65% more?
foci, torches and shields are a little more reasonable at 210 tokens. however seeing as how these are offhand only weapons a full set still costs 510 tokens.
cultural weapons are even worse. ALL weapons cost 63k karma each. this means a dual wielding class has to spend 126k where as a 2-hander is only spending 63k.
why is there such a disparity in prices? why are dual wielders being punished?
the only reason i could think of was the stats of the weapons themselves.
well two one handed weapons must give twice as many stats as a 2 hander right? lets take a look.
as an example i will use the molten greatsword of smothering (2h) and the molten sword of smothering (1h) from the Citadel of Flame.
Molten Sword of Smothering
Weapon Strength: 905-1000
Power: 90
Precision: 64
Critical Damage: +5%
Major Sigil of Smothering: +5% damage vs Flame Legion
having 2 swords will give the stats
Power: 180
Precision: 128
Critical Damage: +10%
+10% vs Flame Legion (i am unsure as to how weapon sigil stacking works so if this is incorrect please inform me)
Molten Greatsword of Smothering
Weapon Strength: 995-1100
Power: 179
Precision: 128
Critical Damage: +9%
Major Sigil of Smothering: +5% damage vs Flame Legion
as you can see having 2 swords has slightly better stats but the greatsword has slightly better weapon strength.
the only real difference between having 2 swords instead of one greatsword is the extra weapon sigil slot.
is this sigil slot really what is causing the disparity in prices? perhaps i am missing something i do not claim to know it all, but 65% more seems pretty steep jsut for an extra sigil. even more so if you are paying with karma.
im having the same experience as you and i think most people are. as you said many people are selling items at extremely low prices. my guess is because many dont actually realize how the trading post works and also because it has only been active for a such a short amount of time.
give it time. people will realize they arent turning much of a profit. it will work itself out.
your best is bet to get money is to just farm. running dungeons or group events and selling gear to vendors.
i would advise holding onto anything worth a fair amount of money, including crafting materials until things get sorted out.
and if you have a few spare silver, now is the time to invest. buy low, wait out the rush and sell high.
it depends what weapons you are using. at earlier levels i found i was able to take on 3-4 enemies by using an offhand dagger. dancing dagger spam from the start could usually bring em to at least 1/2 health each (2 enemies). dancing dagger also cripples them so you can kite them if your low on hp or initiative. having a mainhand sword as you said also helps with its ability to cleave multiple enemies.
using a shortbow is another way to deal a lot of aoe damage. your main ability is basically dancing daggers as an auto attack but with lower damage. you also have aoe poison and aoe bomb that will deal with multiple enemies at once. your disabling shot and infiltrators arrow are good skills to keep distance between you and your enemies.
theres also utililty spells such as ambush trap which will call an NPC thief to help you out, usually taking aggro when he appears. caltrops is also good for kiting.
hoped this helped. good luck.
my friend had the same problem you did. same class and everything. he was underlvled though so it probably doesnt need to be said but, being the same lvl as the quest will help a lot. He also brought me along which helped too. ask some friends or guildmates to accompany you and you should have a much smoother experience.
all your crafting materials and bank can be shared with your other characters. there is no need to mail items.
edit: to clarify, when you are at a workstation, there are tabs that say bank and collections. these are shared with your other characters.
also a mildly related tip, if you open your inventory and open the options through the little gear at the top right and select “deposit all collectibles” all crafting materials will be deposited in your collections.
(edited by ChonieRanchito.1270)
i havent achieved it yet, but i would think if you keep dying you could try earning experience through exploration or crafting.