Showing Posts For Hydroclasm.8572:
Hi, I use a PU and clone death build in spvp (yeah yeah it’s kind of cheesey but I have fun with it while still being able to do stuff). It focuses mostly on stealth and clone spam to wear people down with condition damage. I can’t find anything in the new traits or patch previews about the crippling/debilitating dissipation traits, so I’m fearing the worst for them. Anyone know one way or another if this playstyle will still work after the patch?
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Have to agree with that. I love the arena, but points are so heavily weighted towards crystal caps. The only thing I’ve seen kills used for are as tiebreakers with an even number of caps from both sides.
Also, Sun is actually pretty good at fighting from what I’ve experienced. As long as you stand on top of the person you’re fighting the autoattack does rather high damage, the blind is useful (especially vs the lightning charge up attack) and the stability allows you to cross the lightning cages and not get knocked around by wind adepts. The black hole ability is a bit tricky to use effectively – most of it’s damage comes before detonating the star, but then you can use the pull effect with your aoe.
I’m not sure why you think that quote indicates MF affects PvE containers. It specifically says it affects the NPC boxes on the reward tracks. There aren’t reward tracks in PvE. Also, it specifically says MF is affecting those PvP boxes because they’re supposed to be roughly equivalent to killing something in PvE. Not opening a box in PvE.
Checking the wiki, magic find doesn’t affect containers.
Using knockbacks, projectile blocks/reflects, and aoe helps with the fight. Longbow, GS, and offhand axe look like they have those for the ranger, so maybe those would help. Use knockbacks to push Subject 7 away from the oozes healing him or use aoe to kill them all while maintaining damage on S7, and use projectile blocks to stop the majority of damage that the oozes and S7 deal to you.
The hardest part I found about the fight was playing safely so as not to die to one-shot stuff while also damaging Liadri enough to kill her within the time limit.
You probably know most of this stuff, but just in case:
- Be careful when picking up and throwing the orbs. It takes about a second to do each action, but that’s longer than it sounds when the Visions are chasing after you.
- You can dodge, block, and evade through the shadowfall AoE if you aren’t able to get to a safe zone.
- Turn off postprocessing in the graphics menu to get rid of the screen blur Liadri does (the damage goes through but the visual effect doesn’t mess up your screen anymore).
- During phase 1 you can strafe side to side to avoid Liadri’s ranged attacks (she’ll aim the projectiles where you would be if you continued moving in the same direction you were as she fired them).
- I think that Liadri gets a single stack of vulnerability when you throw an orb at her in phase 2. This may help if you’re not sure you hit her.
I was also able to block explosions from the visions on my ele using arcane shield; not sure why Zaxares got blown up when using block skills.
I was able to kill them using daggers without too much difficulty using a 0/2/0/6/6 cantrip build and mostly PVT gear. I went Stitches → Captain → First Mate → Gunner though there might be a different order that works best for you. I just recommend leaving the gunner to last since he does pretty much nothing as long as you pay attention to the AoEs.
Overall I do like the Liadri fight and I am thankful for the QoL changes this year, but there are still a few things about it that irritated me.
-Vision of Mortality visibility: there may not be a lot of other players with this issue, but when I was fighting Liadri I sometimes had trouble recognizing the Visions. They’re very dark, and the arena I was fighting in was dark too (it was nighttime) so they weren’t always easy to distinguish. Especially if they’re moving in packs, seeing how many of them are after you and if you have to worry about another spawning.
-Blind debuff on the Visions: almost impossible for me to see if I had successfully blinded them without checking their status bar; the dark blue-ish clouds around the head are very close to the same colour as the Visions (important because the Visions can’t kill you if they explode while blinded).
-Vision behaviour is weird. They don’t seem to follow normal mob pathing/chasing and will sometimes continue in the direction they were running for a second or two even if you’ve blinked or dodged behind them. Also, I can’t tell what triggers their explosion – sometimes dodging through them triggers it, but not often. Running through them while invulnerable or blocking doesn’t always seem to blow them up either.
-Character sometimes prefers auto-attacking instead of picking up an orb (this may have been my problem/something I was doing wrong, it was just pretty irritating).
-I don’t think the light whirlpool visual effect matches the area it affects the Visions. Several times I’ve been standing in it and still gotten defeated by Visions, or the Visions have skirted along the edges of the whirlpool without getting zapped into orbs.
-Some kind of cosmetic debuff on Liadri showing the # of additional orbs thrown at her in phase 2 would be helpful for the people trying the achievement.
Some of the achievements are just poorly designed – I mean, they’re supposed to take years to finish? No one even knows if GW2 will be around that long (I’m not saying the game is dying or will be dying soon, but that’s still an inordinate amount of time to devote to a single minigame). That’s why you see people farming them sometimes, if they’re able to. I think a couple of the WvW achievements also have ridiculous numbers associated with them too.
The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.
Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.
You really think it’s okay that people need to show up at least 30 minutes early to a 15 minute fight? Spending at least twice as much time AFK as they do playing the game? Especially since so many people already know how the fight works, why shouldn’t they be able to show up on time as opposed to ridiculously early?
There are a couple of things that bother me about this event. The first is this mindset that Anet and some of the players have of “the masses need to learn how to play properly/we need to teach you how to play better.” There are lots of resources in game and outside the game for improving your play. The players that want to get better will do so regardless of this type of content being presented to them. On the other side, there are players who just want to log on for an hour or two and have fun playing a game. They don’t want to min/max their build, they don’t want to spend 15 minutes going over strategies, they just want to play; and trying to force them to “learn” could just easily cause them to quit playing as it could cause them to improve.
Then there are the problems when these two different groups of people are thrown together in the same instance. Neither group’s playstyle is “right” or “wrong” but they have different goals and don’t work together well. Eg: there are a couple of 5 man groups in the pavillion that want a gold or silver reward and take down 5/6 bosses quickly, but a 50 man zerg spends an hour on Boom-boom. The small groups get a bronze reward even though they were working hard for gold, and the large group has to put up with a dozen snide remarks and insults.
This brings me to my last point, “Why does Anet keep putting this kind of stuff out in the open world?” People are already effectively creating raid instances by fiddling around with the taxi system. If we’re going to keep getting content which requires above average levels of teamwork and coordination, why can’t we just get proper raids where we have control over who gets in rather than trying to organize PUGs or get a taxi to an organized instance?
Anyone have recommendations for 8-orbs on an Ele?
I’m trying to get the 8 orb achieve on my ele, and getting nowhere with it. I can beat Liadri without too much trouble normally, but this is killing me. I’m using PVT armor with a zerk staff and celestial trinkets and running 0/2/0/6/6.
Any help you guys can offer is appreciated.
You’d have a better chance of getting this implemented if you actually discussed why you think you “deserve” karma from dungeons. Right now your post is just demanding extra rewards with no reasoning given.
Explain why dungeons should give karma and try to list a few pros and cons of introducing such a change.
Good luck, and have fun!
I believe there’s a cap on the amount you can progress on a track per day from hotjoin. Are you playing hotjoin or solo queue/team queue?
Here’s the link for you: https://forum-en.gw2archive.eu/forum/game/gw2/Dye-Changes-Feedback-Questions/page/8#post3811742
Posted by: Hydroclasm.8572
Thank you for posting your findings. If anyone is interested in contributing to drop rate research like this, the wiki will usually have research pages that you can add to if you wish. For example, there’s a page here for the bags of alliance supplies that drop during this event.
Has anything changed about the Southsun guild rush in the last patch? Or anything changed about Southsun in general? The reason I ask is because my guild got the crab rush in Southsun this week, and I noticed my screen shaking a lot, much more than anything I’ve noticed before today. I think it was happening whenever the karka hatchlings blew up on someone, but there may have been other things triggering the shaking. It was quite disorienting and annoying.
Has anyone else experienced something similar?
The mechanics for the bosses are interesting and appropriately challenging, but the amount of people required for them is a huge barrier to many players and it doesn’t add anything meaningful to the fight. The fights aren’t terribly hard to understand, what’s hard is getting a map where you have 150 people willing to work together, follow directions, and not AFK.
If Anet is going to continue creating content that requires this level of coordination then give us tools and space to organize groups, instead of trying to set up a private raid instance by taxiing people into an empty overflow.
Just want to say that all classes have ranged weapons, in case you didn’t know. Some classes are probably more effective than others at range, but I don’t know much about the comparisons.
I am inexperienced in WvW, but I have seen both classes used to good effect. For example, Necros can assist in holding choke points by piling marks onto one area like a bridge, and can also set marks right outside the portals for keeps/towers that defenders come out of, instantly damaging them if they go outside. Staff elementalists also provide excellent group support in WvW with static field (for stacking AoE swiftness) and their fire and water fields for stacking might or healing. They also have a fair amount of CC at their disposal.
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I don’t really see what’s changed. The other classes have always been able to utilize more sigils than the engie or ele. I think the changes benefit everyone equally – if you believe that engies or eles are at a disadvantage because of sigils and no weapon swaps, that’s a different topic. Also
Imagine double swapping weapon sets to proc 4 on swap sigils, or swapping after a crit to proc 4 on crit sigils at once. The problem with this is that ELEMENTALISTS and ENGINEERS do NOT have a second weapon set to do this. Unlike all other classes in the game.
I’m having difficulty understanding this. On-swap sigils only activate when you’re in combat iirc, so you wouldn’t be able to proc 4 sigils by switching weapon sets twice due to the weapon swap cooldown. I don’t think that swapping after a crit works for on-crit sigils either, because to gain the benefit of the sigil you need to be holding the weapon the sigil is on when you crit (ie you need to crit twice, once with each weapon set to get all the sigil effects).
A sylvari on his way to Rata Sum reaches a gate checkpoint where all visitors require paperwork to be accounted for , upon entering the city.
An elderly asura walks up to the him and starts taking some notes .Then with a dull tone asks him :
-Farwin Leafmesh , the sylvari answers.
I dont get it.
The comment was moderated and the punchline cut out. The asura asked what the sylvari’s gender was (using different wording) and the sylvari misinterpreted what the asura meant. The sylvari ended up divulging a bit more information about his/her personal life than the asura likely wanted to hear.
I think there were one or two other jokes that were also moderated
6 – agree. It would be nice to have an Activities forum and subforums for the individual games, though I don’t think it’s desperately needed.
5 – meh. I’d play the game regardless of leaderboards/achievements/cosmetic stuff (though I might play a little less if the achieves were taken out). You do still get achievements as well as money and karma for participating in any daily event, so I wouldn’t call them worthless.
4 – somewhat agree. I’ve experienced lag and rubber banding in keg brawl when the game is usually smooth for me, though I don’t get it in every single game I play.
3 – I haven’t really seen this. I might be lucky, or it might be because of when I play (usually not right after the daily reset).
2 – I’m also disappointed that it’s available once a week, but that’s because I’d like it to be in the rotation more often.
1 – heartily agree. I wish Anet would update all activities so that parties could go in – it’d be a blast to be able to play with friends or organize a guild tournament. Balance by trying to match groups together and single players with other single players if the group joining isn’t large enough to have its own game.
Overall I agree that keg brawl should get some attention, but I don’t want it just taken out of the game completely. I still find it really fun to play.
Can gemstore dyes (eg. the new dyes from the Flame and Frost dye packs) be obtained through the Mystic Forge? I suspect that the answer is no, but if anyone has a link to drop rate research or an official source confirming one way or the other it would be much appreciated. I’d be thrilled if there was an option to get those dyes besides buying them off the TP or getting lucky with a box.
Depending on how important it is for you to do WvW together, you and your friend could just use the guesting system. I’m pretty sure it’ll allow you guys to do everything else in the game together besides WvW.
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Maybe there’s a strategy I’m not aware of. I’ve fought Lupi a few times, not extensively, but it just seems his abilities become a lot more deadly at melee range. Phase 1 I’m pretty sure melee range isn’t an option because of grubs. Phase 2 ranging him gives you time to respond to his his shadow-walk and huge AoE (apparently he also has a hard hitting melee attack). Phase 3 he has that life drain AoE centered around him, the bubble prison, and short ranged blast spam – all melee range.
Are Lightning Hammer, S/F, S/D, D/F, D/D all good in dungeons?
This thread confuses me. I understand the AoE from staff is a bit wasted on Lupi and that its damage might not be as high as our other weapon sets, but isn’t the idea to stay as far away from him as possible (at least during phase 2)?
More generally, I often use staff in dungeons because I dislike the playstyle of scepter and going into melee feels like a death sentence on my ele. Is staff really completely outclassed by our other weapons in dungeons?
The krait in that section are intended to 1 or 2 shot you. Strip your gear off (including aquabreather) and try to get through it. Your gear won’t make a difference in your survival, and if you die you don’t have a repair bill.
I wasn’t able to find anything similar on Dulfy . It sort of looks like a graphical bug I’ve seen happen where the short and flashy particle effects from attunement swapping don’t go away after a second, but I’m not positive if that’s what it is.
Posted by: Hydroclasm.8572
I enjoyed the trinity system when I played WoW, though I was a healer. I don’t have an issue with Anet trying out a different combat system with GW2, , but I feel it’s come short of what it was intended to be. Control roles feel very weak in PvE because of how short CC is and because just about every single boss has Defiance. Support feels okay if you’ve got enough tools to use (boon applications, combo fields, healing) but I don’t know if it’s as efficient as straight up DPSing things to kill them faster.
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I contacted support once about a guild leader who had been missing for ~6 months, causing problems with the guild leadership, and asked if they were able to change the ranks of some people in the guild (get someone else to leader, change the previous leader to officer). Support told me there was nothing they could do to help, and that my best bet was to try contacting the missing leader.
It seems as thought support isn’t able to do much of anything regarding guilds, or has been told not to do anything involving guilds. I’m really not sure why this is, but it’s extremely disappointing and a large flaw in their support system.
Also a bit frustrated by the Null fight. It’ll probably get better as time goes on and myself and others get more experience with the encounter, but the combination of mechanics he uses just really doesn’t seem fair.
> Time pressure through an uncleansable stacking debuff
> Damage immunity shield
> Detonating all mines in the room, making it impossible to remove his shield until they respawn (which takes a while)
I’m fine with any combination of two of those, but all three at the same time makes the fight pretty difficult, at least for me.
Would also like to know an answer for this, which boxes the quaggan drops from. I likely won’t get anything rare from the event, but if the quaggan does drop from the giant boxes as listed on the wiki I’d farm those over the easier (for me) to get personalized gifts.
I’d like it if there weren’t so many ways to get one-shotted in dungeons. I’d like it if dungeons weren’t super long. I’d really like it if the rewards for completing a path was split along the bosses of that path (instead getting it all at the end give fractions of it for each boss, that way it feels like less of a waste of time if you can’t finish the run). I’d also really like a dungeon finder.
Aside: are there guides for dungeons outside of the wiki and the videos stickied here?