Showing Posts For GreyShark.4293:
Could this possibly be related to the tonics bugfix : “Fixed a bug that would allow leaving a tonic transform to trigger the effects of traits and runes that worked from heal use.” ?
This is not a bug.
The 3rd attack of the guardian’s sword AA chain, namely “Sword Wave”, is actually a projectile attack. If you pay attention to the animation, you can see the 3 piercing bolts propelled in a cone in front of you, each striking up to 3 foes with a range of 300.
There is no “melee” damage produced by this attack, only projectile damage.
The two situations that you describe involve foes surrounded by a projectile absorption shield, that’s why the 3rd attack in your sword AA chain does 0 damage to these foes, thus rending this weapon a very bad choice for these particular fights. You’re better off camping greatsword (although Whirling Wrath does reduced damage too) or replacing your sword with a mace.
Hope that helps !
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I concur with Serenke’s answers but I’ll just add some details :
1) The weapon testing event sometimes doesn’t start thus ruining the whole fractal run if a player enters the room too soon, before Rox and Braham finished chatting together on the ledge. Just remember to revive them if they died (Frostbite too) and wait a bit before rushing in.
4) A workaround for keeping most NPCs alive through the first zone is to run as fast as possible hugging the left or right wall up to the first gate (or just before, to clear the monks, warriors, and burning oils). Even if they fight mobs on the way, they will eventually teleport to the group if you’re far enough before they die. Be aware of the extra mobs on FotM lvl 50, a bunch of them are hidden in a recess on the left wall.
5) As you hit the final seal, the remaining cultists disappear until FotM lvl 10, they don’t for the upper levels. You may have experienced this difference running a daily lvl 1-10.
8) I think what happens with the “non-hostile” tentacles dropping 2 crystals is that the tentacle dies through burst/aoe before even fully spawning, thus leaving both “spawn” and “kill” crystals on the ground while its model waves around harmlessly for a while.
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CoE exp
Player freezes after destroying the crystal
- Reproduction: Destroy a crystal very fast after it appears
- Prevention: Use stability to prevent the effect
- Fix: Wait a bit
There is actually an other fix. The frozen player can use an “Ogre pet whistle” to free himself from the freeze. Despite having a 30 minutes cooldown, this consumable is still convenient at times^^
The pet will create an extra Teeth of Jormag in P2 and P3 though, but is mostly a melee creature so it shouldn’t spawn an extra Teeth of Primordus in P1 and P2.
http://wiki.guildwars2.com/wiki/Ogre_Pet_Whistle
The whistle always acts as a stun breaker, but works also specifically against this freeze.
The toolboxes still drop from wintersday gifts. Wintersday Gifts are still available fr4om a home instance tree, the trading post or forgeable via snowflakes (10 each t2-5).
The organized frostbitten toolbox I was mentioning doesn’t drop from Wintersday gifts, only the regular one does.
The regular toolbox gives you randomly one of the 3 gathering tools.
Instead, the organized version lets you choose your tool, that’s a huge difference for me.
So, the organized frostbitten toolbox is not available anymore, was an item only ugly clothing was able to buy me, and was actually worth something.
I mean there is nothing that only ugly clothing was able to buy you.
If you dont mind me asking, what were you gonna get with it anyways?
There was.
http://wiki.guildwars2.com/wiki/Organized_Frostbitten_Toolbox
I’m very sorry i have a lot of ugly clothes left that i forgot to trade before the end of Wintersday. I don’t have all of my toons equiped with infinite gathering tools and these boxes are very convenient.
Thanks for the info Zaxares, i tried it tonight and it worked.
I guess I wasn’t reparing the freshly damaged gate/wall last time i checked and got no credit, so i thought kill XP was the only way !
You need to get at least one kill XP during the defending event to be rewarded. It seems like building siege or reparing gates/walls isn’t enough.
Good luck !
Edit : That was actually a false assertion, and I apologize for that^^ Please read Zaxares’ post below for the right answer.
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If your initial heal skill brings you back already to full health, then you won’t see any additional healing from the runes listed in your combat log.
This is also the case with life-steal food, guardian’s virtue of resolve passive heal, etc… when you’re already at full health.
Try to test it with a lower heal skill after you let a mob bring your life down, you should see the superior rune of water’s additional heal in your combat log (690 + 0.5*Healing Power, at lvl80).
As Lunacy Solacio said, it’s not a bug, that’s an intended mechanics for boon-stacking. The duration-stacking boons are limited to a maximum of 9 stacks, with the exception of retaliation (5 stacks) and stability (3 stacks).
So, assuming you’re stacking swiftness with multiple guardian’s symbol of swiftness, which applies 4 to 6 seconds of swiftness per pulse (depending on player’s boon duration bonus), you reach the stacking cap at approximately 40-45 sec.
Every other source of swiftness (“Retreat” or warrior’s warhorn “Charge” for example) is then wasted until the first 9 stacks start to wear off.
This is mostly an issue in WvW where swiftness stacking is regularly done, and you should always, if needed, use your “Retreat” before getting stacks of short-duration swiftness from symbols.
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The internal cooldown of the spirits passive effect is actually written in the tool-tips, though i admit the wording could be confusing. For the water, sun, stone and storm spirits you can read “effect recharge” or “interval: 10 seconds”, so regardless of the proccing chance, there will be at least 10 seconds between two procs.
To make it clearer : once the passive procs for a player, it goes on a 10 seconds cooldown for this player only, then when cd is over, every next hit has a 35% (70%) chance to trigger the effect again, until it procs and goes on cd again.
That’s why the trait “Vigorous Spirits” is only interesting for the health increase in the case of these 4 spirits.
The frost spirit has a much better synergy with the trait, because it doesn’t have a cooldown on its passive effect, thus increasing the average damage modifier on the whole group from +3,5% to +7%.
I wouldn’t say that the internal cooldown on the other 4 spirits renders them useless, they still bring reliably every 10 or 11 seconds :
Water Spirit : Healing (805 + 0.09*Healing Power)
Sun Spirit : Burning (2sec base +%condition duration)
Stone Spirit : Protection (3sec base +%boon duration)
Storm Spirit : Swiftness (8sec base +%boon duration)
Without internal cooldown, these would be incredibly OP^^
So, to sum it up, “Vigorous Spirits” is very powerful for the frost spirit, and for water/sun/stone/storm only worth it if you want to keep your spirits close to you in melee range of mobs/boss for the active effect.
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The trait “Vigorous Spirits” is not bugged, you really get 70% chance on hit to proc the passive heal (805 +0.09*Healing Power) of the water spirit. The problem is the passive heal having a 10 seconds internal cooldown, so you and allies in range can only get it to proc every 10 seconds with or without the trait.
“Vigorous Spirits” is only interesting for the 100% health increase regarding the water spirit, because 70% proc chance instead of 35% isn’t noticeable on a 10sec cd.
I use the trait for the frost spirit, because this one has no internal cooldown (since they fixed it, yay^^) and the party has 70% chance on every hit to get the 10% damage bonus.
I hope this answers your question, have fun !
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