Showing Posts For Cres.2680:

A terribly long guide to Subject Alpha

in Fractals, Dungeons & Raids

Posted by: Cres.2680

Cres.2680

One thing about the ice spike – The ice that appears in the center of the earth ring is just a white sheet whereas if the ice spike is cast you can see the ice slowly crystallizing (its animated)

Toughness & Power, theory & numbers

in Warrior

Posted by: Cres.2680

Cres.2680

Weapon strength seems to be added to power to get “Attack”?

@Signet Warriors

in Warrior

Posted by: Cres.2680

Cres.2680

I’m pretty sure empowered only gives you 1.5% for might regardless of how many stacks you have. Otherwise that would be a little too silly…

COE - Subject Alpha needs a serious overhaul

in Fractals, Dungeons & Raids

Posted by: Cres.2680

Cres.2680

Here’s how to easily kill Alpha:

Teleporter Path:

4 Melee stack on top of each other and wail on him. The earth AOE hits a ring so if all of you are on top of each other, you won’t have to dodge at all.
1 Ranged character stay back and shoot him. This is because Alpha uses one ice spike skill that needs to be dodged. The ice spike will always be targeted at the ranged character.

Saving players in crystals is very easy. If a melee gets caught its not a problem at all. If the ranged gets caught, someone needs to help (a few hits should do it), just remember the person helping cannot stay in the middle of the ring since ice will strike there.

Non Teleporter:

Alpha uses this very fast cast earth spike attack. Pretty much unavoidable. However, he always uses it right after he casts his earth ring skill so the four melee stacked on top of him need to dodge immediately after they see the earth ring pop up. Then they stack again and continue.

@Signet Warriors

in Warrior

Posted by: Cres.2680

Cres.2680

Signet of Rage is definitely a valid elite skill.
Signet of Stamina is a top tier dungeon utility.
Signet of Restoration is situational.

As for other signets, I can’t defend them.

Eliminate respawns

in Fractals, Dungeons & Raids

Posted by: Cres.2680

Cres.2680

The waypoint would only be accessible after all players were dead or the boss died/reset.

Eliminate respawns

in Fractals, Dungeons & Raids

Posted by: Cres.2680

Cres.2680

Currently we have waypoints which spawn after a boss is killed, but it should be spawned before the boss is fought. In addition, players should not be able to respawn after being defeated in a fight (until the boss dies or party is out of combat/dead).

This reduces several negative things:

Random 5 minute walks in the dungeon
Respawn -> Fight boss
Ignoring downed allies

I’m sure we can all agree it sucks to waypoint and run through half the dungeon before rejoining the fight. The only reason this is in the game is probably to prevent you from respawning on top of the boss and killing him without armor.

Respawning and continuing to fight a boss is a horrible option players have. Don’t get me wrong, I’ve had fights where we would have lost if players couldn’t respawn, but this implies that we are doing it “wrong”. I think this causes the most frustration against “unbeatable bosses”. The party has a few members get defeated, and from there it becomes a slow trickle of player vs boss, leading to lots of broken gear and little teamwork. It would be much better to have a wipe and then players could calm down and talk about what happened instead of a defeated -> waypoint -> attack ASAP to prevent resetting.

For the last point, I think some players ignore downed allies and continue to hit the boss because they think “oh if he dies he can just res and run back np”.

I think the best thing about eliminating respawn is that groups can finally understand if they can or cannot defeat a boss with their strategy.

[WvW] More Useful Sentries

in Suggestions

Posted by: Cres.2680

Cres.2680

Currently sentries are a little flag on the map. It does provide a little information by moving when it attacks something, which sometimes could be an eagle raptor that got too close.

I propose that sentries should give vision around the area it guards on the minimap. This means when a player opens the map, enemies will be visible around the areas controlled by sentries (red dots or something like that). Of course this information would disappear when the sentry is killed.

Warrior Trait Attribute Bonus

in Warrior

Posted by: Cres.2680

Cres.2680

The discipline trait line for warriors should be changed.

Why?

Currently it gives +0.1% burst damage and 1% critical damage per point. Critical damage is most effectively gained by adding points to the corresponding trait line. If you use the conversion of 1% critical damage = 10 of stat, you will see that adding critical damage via gear or runes is not as effective. The only more efficient way of adding critical damage is through socketed gems.

This makes discipline a “good” tree to go with, attribute wise.

Wrong

For some reason warriors have a really bad class mechanic bonus of 0.1% extra burst skill damage per point. For this reason, when you put points into discipline, you are really paying 20 stat points for 1% critical damage, which isn’t very good at all.

I think the best solution is to let players allocate their stat points however they wish, but unfortunately that idea was rejected. This is likely because there are attributes that are more impacted than others, for example your base power at 80 is 916, so a 300 increase would only be a 33% gain. Whereas stats like condition damage or critical damage are at 0 and 50% respectively and would see a much larger percentage increase.