Showing Posts For Cody.5241:

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Cody.5241

Cody.5241

HEARTS AND MINDS

Tried searching this thread, but nothing came up about this already — although that might be a problem with the search function…

Final Ally fights against Pale Tree with Caithe, playing as a minion Necromancer.

Get the boss down to zero, rift spawns, minions continue to attack even though Pale Tree is invulnerable.
When I go to channel the rift activation, Pale Tree disappears (no corpse) and can’t be pulled in.

Quest chain can’t be continued in these particular circumstances.

In-game bug reported as well.

State of the Ranger (After "major" patch)

in Ranger

Posted by: Cody.5241

Cody.5241

Not sure if trolling or…?

Ok An Siorai Tharian.

LOL, I thought this too. It’s awesome that a l.19 is trying to effectively come out with “L2P”… sigh

Turrets seem weaker post patch, is it me?

in Engineer

Posted by: Cody.5241

Cody.5241

That’s a very optimistic view. Does Anet have a track record for grand sweeping plans of balance and adjustment?

I’m with you though in that I’ve never wanted to play with turrets on my Engineer. If I wanted to play a pet profession, then I’d take a proper one like Ranger or Necro. While elixirs are catching up, it’s still pretty much kits all the way.

A return to the "original" Destiny's Edge?

in Twilight Assault

Posted by: Cody.5241

Cody.5241

I grew very tired of the same tired old lines being devliered by the DE protaganists for 30-40 levels of the Personal Story arc. If the writers can engineer a departure from all of those old relationships, then I would be interested in seeing how DE develops.

Tequatl The Sunless - Engineers Role?

in Engineer

Posted by: Cody.5241

Cody.5241

Using GTAOE (grenades) on the dragon at max range (1500) for this encounter is pretty difficult for a whole host of reasons.

If you like your ’Nades and your Crit/Crit Dmg gear (like me), stick to defending the turrets.

Tequatl the Funless

in Tequatl Rising

Posted by: Cody.5241

Cody.5241

1. Deaths from….everything!

Res yourself and run back, I have only been downed once in Teq battles. Pay more attention to whats going on around you and you will have no issue with this battle. It’s really not hard. Watch out for red circles, watch out for poison, avoid bloated exposions, and watch his fingers(tenticles that come from ground. Outside of that dodge through the waves.

2. Player Interaction

Not sure where you play, or how this interaction is initiated, but on TC, we map chat share, food buffs, talk strategy together, test things, and share potions with each other. All to help. Your choice where and who you play with.

3. Timers and Persistance

This is good. Finally something that requires people to attempt to try. Facing adversity, and when you overcome adversity … is one of the most rewarding feelings. This truly feels epic and like you helped (even if your only 1 person), helped make that possible. If its doable 9/10 times then guess what … you won’t feel so good about it. I hear world of warcraft offers mindless 1,2,3 raid bosses if that’s what your preference is. But they also run on timers. Every modern raid boss does

4. Achievements

Are for those who care about them. If you care, you will try to accomplish them. There are harder achievements then this. Believe me. You ever hear of Yakslapper title? Do the math.

I’m so glad you bothered to read any (or even one) of the other replies and posts on this thread backing up most of the points the Original Poster makes — which also nullify all of the responses you bother to make. As people have been at pains to point out, this IS NOT a ‘Learn to Play’ issue: the fight mechanics are far from difficult in themselves. What actually makes this encounter challenging is the coordination of 80-90 other individuals who have little or no desire of coordinating with you, even if you’ve taken the time to explain mechanics and tactics to them.

If, for example, this encounter was instanced so that all of your individuals had to be coordinated, then I would suggest there wouldn’t be a fraction of the grief that this iteration of Tequatl has generated. As an example of Open World PvE Raid Boss content, this is pretty shoddy work, IMHO.

I have no idea what I'm doing.

in Engineer

Posted by: Cody.5241

Cody.5241

I would echo the ‘learn slowly’ sentiment.
Testing out all the various amounts of functionality and utility on offer currently can really only be experienced through PvE levelling. This gives you a very nice learning curve, which isn’t terribly steep, IMO. You’ll also get to know what works well in most given situations, e.g. the Big ol’ Bomb build with Slick Shoes against melee types (thief/warrior), or Grenadier build for kiters/ranged. But they’re not exactly builds you can switch to/from on the fly, unless you’ve got inventory space for a couple of armour/weapon sets with different sigil bonuses.

If you like the challenge of a complex class, then Engineer is definitely one to stick with. I totally didn’t anticipate how much I’d be enjoying this profession at l.80, and the immense variety of things we can do.

Elixer B?

in Engineer

Posted by: Cody.5241

Cody.5241

Also you have to understand and appreciate the functionality of ‘Retaliation’ — see
http://wiki.guildwars2.com/wiki/Retaliation

The current understanding is that despite the tooltip description of the boon, it only returns a flat amount of damage to the attacker, based off your own Power stat. Reflection itself is a much more common function within the Mesmer profession.

Your build for spvp only?

in Engineer

Posted by: Cody.5241

Cody.5241

A lot of very good and interesting stuff

This is great — but what do you do when not in a 1v1 situation, and are faced against a 1v3 or worse? Which is kind of more (I imagine) what the original poster was asking about, re: zerging in sPvP…

Toughness or vitality?

in Engineer

Posted by: Cody.5241

Cody.5241

I can’t say anything categoric from experience, but I know a lot of warriors (already in Heavy Armour) will not stack Toughness, due to its current perceived lack of value in only pertaining to a specific damage type, i.e. direct damage only.
[See http://wiki.guildwars2.com/wiki/Damage]
Therefore, it does not contribute any defence towards incoming condition damage (bleeds, poison, etc.) or falling damage.

Vitality of course, is converted into a measure of ALL damage taken (direct, conditional and falling) before entering a downed state; so in terms of the view expressed by such warriors above, can be considered more valuable than Toughness. But of course, this could just be because they are already starting from a higher point with the base defence bonus generated from wearing Heavy Armour.

October 7th patch notes

in Engineer

Posted by: Cody.5241

Cody.5241

To be honest, I really liked the way the Grenade kit operated while under-water — apart from the obvious missing buff(s) from the Grenadier GM trait. Whether it was overpowered or not, I’m not really in a subjective position to make that evaluation. But with the application of the missing trait buffs, until I test it out myself for verification, I imagine the actual Time-To-Kill (certrainly from a PvE perspective) might actually just be the same.

I do agree that these are ‘fringe’ improvements/modifications that don’t seem to be addressing some fundamental, long-term issues that many players deem to be more of a priority…

Is the class currently broken and unplayable? No, of course not.
Could it be better if it worked as specified in the various traitlines? Absolutely.

Rifle/Pistol Stat Bonuses

in Engineer

Posted by: Cody.5241

Cody.5241

Just a quick question.
Are we supposed to lose the stat bonuses from our weapons when we switch to a kit, such as Grenades or the Med Kit? Isn’t that just a tad unfair?