Showing Posts For Kaiyang.4209:

Karma vendor armor set (level 30-70)

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

)

These armor dont really have a consistent name for each pieces which may discourage players from buying them, but fret not because their appearances do matches perfectly.

I really think the armor and weapons should be named better. I have no idea what goes with what. Better naming as a “set of armor” would clear up a lot of confusion.

The background color of each piece when you look at the toolset of each piece will match. Thats the only way I can help you with. And there is only one specific armor set for each area respectively for light, medium, and heavy. So if you are leveling in that area, you will never get the wrong set of armor.

Karma vendor armor set (level 30-70)

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

I am leveling up my thief at the moment and I will post those armor set up as well. Might take a while longer though, thief is pretty hard to play, still not used to being so squishy.

"Tanks" needed for dungeons?

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

You don’t need “tanks” at all for Ascalon Catacombs. The most important things are crowd control, and for the Lovers specifically, stuff that can pull enemies (like Scorpion Wire for thieves and Spectral Grasp for Necromancers) in order to separate them.

That said, protip on that fight is to basically dedicate two people to throwing boulders at one of the two (I suggest the dude) while the other three people fight the chick until she’s dead. Then it’s just a matter of everyone killing him (and if you want a laugh, have everyone grab boulders and you can knock-down lock him until he’s dead).

TL;DR: The Lovers require pull abilities or the liberal application of boulders. Everything else in AC is perfectly doable without any “tank”, and trying to “tank” in the first place is ill-advised.

You dont need tanks, but you do need melee people who can disrupt especially for the kholer fight. He’s a joke with a warrior and a guardian that can just disrupt or absorb his pulls. He’s a nightmare if everyone is playing ranged, and every man is for himself. So essentially, you can tank it, though the essential word is you can “control” it.

The whole AC is much more doable if you have a few melees because the AI of some of the bosses completely change as long as there is one character in melee range of the boss. It makes fights more manageable instead of it being a mess with everyone running around.

"Tanks" needed for dungeons?

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

2. So why not allow me to spec a tank with some aggro tools, and let those who want to spec as a DPS to go glass cannon
3. People with same language or guild can still run the instances and rolldodge their hearts content, I don’t want to take that away.

I don’t see how such a system could exist parallely with one rewarding an ancient mindset. People will always choose and prefer what they are used to. Since that would become a dominating mindset it will become outright obligatory. So the other one goes extinct and in doing so it will defeat one design purpose of the game.

Well, there are several people that defend the current role free gameplay, claiming that they enjoy the challenge. It’d be pretty funny if they would voluntary change to holy trinity if game would permit.
What I’m after here is, that why not let both groups get their wish. It would only be a small change, adding a bit of utility to here and there.

The role free gameplay also means that most if not all PUGs go in with a DPS set up with 0 CC, some don’t even come in with any combo fields skills at their disposal. They dont switch weapons to apply debuffs, they dont switch weapons when their skills are obviously on CD, and when we wipe, it is never their fault.

They dont have any kiting set up to immobilize or cripple the boss, I’ve seen elementalist (staff user) who never even use the stun field from Air attunement or the ward line from Earth attunement to CC bosses, and u need to beg them to literally cast their rain of healing. Even then, you need to tell the rest to “quickly COMBO UP you dumb piece of kitten” just so that you can proc a heal combo. Its a pain in thekitten when these people don’t even know the most basic and rudimentary combo procs off what.

I’ve also seen warriors who go in dual axe wielding when mace and shield would have saved us from dozens of wipe, and it pisses me off because as a Guardian we don’t have such a great CC setup as a warrior does, as a mace and shield + hammer user, I can only ward, immobilize, knockback on long CDs. As a warrior, mace+shield gives you stun on your burst, stun with shield, daze with mace, and hammer gives you knockdown, knockback and stun… It seriouslykitten me off to see them not using hammers/ mace and shield just because its not cool…

Anyway the statement that you can play anyway you want is completely false for dungeons, everyone needs to have utility skills set up to full support to be able to play through easily. Weapon skills needs to have at least one or two CC to disrupt boss from dangerous casting. To me traits are of secondary importance, they only serve to enhance your choice of skillsets. If you go in as a tgh + vit traits as a guardian, its obvious you heal much better, you can apply buffs more often. But all this means no kitten if you are using power + crit signets, or using DPS oriented utility skills that provides 0 support to your team.

All in all, arenanet needs to either help to clarify the wrong mindset that all the dungeons newbies have on how to run dungeons or some veterans to step up and write a starter guide explaining all the wrong things that should not be done if you want to run a dungeon. As of now, running with a PUG will have very little chance of success since almost everyone is going glass cannon, and cooperation is non-existant. The slightest suggestion to change their skillsets results in people beingkitten off because they are so convinced that “they can play any way they want” and I am tired of that.

Karma vendor armor set (level 30-70)

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

That’s only because I did my leveling there. Other regions will have their own armor set as well. For instance I know that the Frostgorge Region (Level 70-80 north of shiverpeak) will allow you to purchase an armor set that is unfortunately a mirror image of the ones I got from Dredgehaunt Cliff.

Which order to go with?

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

Only difference is the story line I think. I am not sure whether you can purchase the armor sets from the respective vendors of their orders but I found the whispers headquarters in the bloodtide coast and can enter it as well as interact with the vendors, so I am thinking its possible.

Anyway I think the best looking heavy armor has gotta be the vigil followed by the priory, the whispers heavy armor set looks weird…

Karma vendor armor set (level 30-70)

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

I forgot to mention, pretty obvious but still necessary. The armor sets are purchased with karma from the heart vendors scattered around the map I listed for each set. I can’t remember which exact heart, but if you complete all the hearts on the map and check each one of them as you complete them, you will definitely collect the whole armor set.

Gear Sets : How do we know what we are after?

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

Check my post, I just posted the armor set for level 30-70 karma vendors. (Leveling armor set) Can reply there if there is anything you want to know.

Karma vendor armor set (level 30-70)

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

Hey guys, I am a big fan of collecting armor sets for this game. And I’ve been doing so ever since level 30, and for those who havent noticed, each leveling area has a specific armor set that looks really really cool if you look out for it. So far I’ve collected 4 sets from different areas, and I am hoping to share them with all the armor aficionados like me.

The order listed is:
Level 60-70 Fireheart Rises (Charr’s Region – Ascalon)
Level 50-60 Iron Marches (Charr’s Region – Ascalon)
Level 40-50 Dredgehaunt Cliffs (Norn’s Region – Shiverpeak)
Level 30-40 Fields of Ruins (Charr’s Region – Ascalon)

These armor dont really have a consistent name for each pieces which may discourage players from buying them, but fret not because their appearances do matches perfectly.

I am level 73 atm, and now working forward the level 70-80 area once I completed the Fireheart Rises Map. I am still not sure where will I go for the next map, but I will keep you guys posted with the final armor set.

Cheers!
Enjoy!

Attachments:

My massive money saving tip for high level players.

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

Everytime I die, its 1 silver ++ just to get back to the waypoint. Its incredibly annoying to pay that fee just because you die. So, hope they tune down the scaling for port fees, seriously…cause I am level 66, and sitting only at about 40 silver, because of how expensive one trait book is and because of so much money being spent on teleport.

How are Dungeons meant to be played?

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

I’ve tried AC explorable mode again today, and still wiped many times without clearing the dungeons. And this is what I concluded from the run, CC is an absolute must for group, as well as AOE condition removal. Support abilities are also crucial to the team dynamics. I am kinda seeing a new kinda trinity where there must be damage dealers, supports, and CC for the run to be successful. For the spider queen run for example, I can’t count the number of times my shout help to counter the poison due to my traits. The warrior in my PUG also keeps alternating CC together with me when fighting the troll boss. I keep knocking the troll back if he comes after me, while the warrior chain cripples him, knocked him down and knocked him back. His shout also keeps healing me, and I always save virtue of courage/Retreat when we cant get out of aoe jump skill in time. The hammer ward skills for guardian is also amazing as a CC, it was the first time I really appreciate hammer as a weapon because I always thought the DPS on hammers are just so bad.

Anyway, with the warrior and I chain CCing, the first 2 bosses were very doable. But we still wipe on the liutenant non-stop. We tried to prioritize killing the elementalist and the rangers first but we always die before we can do anything.

Anyone got a specific strategy on how to go against this boss?

How are Dungeons meant to be played?

in Players Helping Players

Posted by: Kaiyang.4209

Kaiyang.4209

Tried AC explorable mode today as a level 62 Guardian. Boon/Shout (Vit+tgh build) specced but the whole run was still a nightmare. We wiped like 5-6 times to the spider boss because tbh I don’t even know how to play against that boss. She spams aoe poison that really hurts and somehow we pulled her up to the spike trap area which was a nightmare since one mistimed roll = death.

Eventually, my PUG killed her after half an hour. The next troll boss was also pretty bad, I could barely survive the troll AOE jump damage, and as a mace/shield combo, I get crippled non-stop and in melee range, its really really hard to roll out of the aoe in time. I died many times as a melee because I cant roll out of the aoe fast enough. This went on for a few wipes until I decided to switch to scepter although I am not specced for it at all. The fight went a lot easier after that. I keep my shout up as often as I could. Timed my retreat if I see my party members getting caught in the aoe and I can shield them in time.

The next boss was the liutenant kohl I think and we wiped so many times on him that in the end we gave up and skipped him. i can survive the pull and whirlwind combo if I timed my block correctly but my teammate doesnt. And the elementalist and the ranger just do so much damage that it seems impossible to survive long enough until you kill them.

Are we expected to have one person kite the liutenant around non-stop while we focus down the other 2 elites? If that is the case, then I think I am not gonna play any more dungeons, cause to me its incredibly stupid and not fun to have one person running around non-stop kiting one boss just so that the rest can kill the other 2. Its just not enjoyable to me and a little bit ridiculous.

And although there are many suggestions that everyone should go survival build in the dungeons, not everyone likes to do that. It seems to me everyone is forced into a cookie cutter build that maximize survivability of your own avatar. And teamwork just means you have to do the best you could to survive on your own. At least that is what I generally feel when I did AC.

Anyway on the next captain boss, it was easy enough, kill 15 adds and then kill the captain. It was doable.

The next boss the ranger was also a nightmare, we need clear the adds first which was also very very difficult. Again, as a mace/shield guy, I cant even get in range of them before being knocked back unless I go in with my block up. Once I am in range though they keep spamming the spike traps such that I can’t do kitten as a melee except to run around non-stop trying my best to survive. I don’t even have time to do any damage. So, once again I have to switch to scepter just to be viable. Wall of reflection is also compulsary just to make sure my teammates survived. But when its off cd, there is really nothing much I can do as a guardian except to run around spamming my shout, and that makes me feel disappointed in my hero cause he seems so weak as a melee. Anyway, that is my main issue, that melee classes can do absolutely nothing in some fights in the dungeons.