That’s the build I am using for Pve Dungeons and Fractals, I tend to run two moa birds, Blue and Red. With the aoe heal they do, the two regens from trait and signets on top of the odd crit heal they survive fairly well in instances, I can switch them in and out every 16s and then make them go immune to damage once in a blue moon when switch is on cool down to remove them from aoe damage.
Some times I will switch some of the signets or shout around depending on the situation, but universally this has done fine for me, I am currently at level 43 fractals on my ranger. And I tend to run with Condition/Toughness/Precision stat gear for my groups bleed application.
- 3 new zones.
- 2 new s/t pvp maps.
- over 50 new dynamic events added to old zones.
- Pve and Pvp class balance and refinement, for all classes to bring in line with current design ideas for what the classes are intended to feel like and be like.
- 2 new Ascended items added, Amulet and accessory.
- 5 more legendary items added.
- 12 new Mini pets to be found and rewarded for achievements.
- Mini games to be polished.
- Dungeon system improvement to better allow players access.
- Nine new fractal of the mist fractals.
This is what I believe we will see, sounds like a fair bit, and about right for an expansion, if not more. However I do not think we will see a new race or class yet they are still struggling to get the current game under wraps with the current classes. Does not remove the possibility however.
About classes:
He is kinda right but words it rather odd, people don’t play right now control, support or damage, you see a few support people you seen even less pure control builds, you see a fair few pure damage, but mainly you see mixed builds as in balanced builds. Having a pure control and a pure support and three pure damage does actually work very well, but it is done so rarely in pugs, that the game gives no direction towards it, and that is what I think he means. On a warrior with Hammer & Mace+Shield you can control a boss effectively, some times it may be worth a pure damage having some form of daze or knock back to help tick the anti-cc effects over however.
Crafting:
Made no sense in all honesty, if you cannot work out a sword hilt goes with a sword blade then it has very little to do with in game issues!
Story:
Yes it was bad
Questing:
I totally disagree, the questing system with hearts to ease you in and then more dynamic events later on is perfect, the first time in an mmo I have enjoyed leveling up via questing.
Over all, it is written very well, his articular that is, I just feel it has very little weight behind it because most people still playing Gw2 will disagree with a great many things s/he has said. I feel his point about class roles was rather awkward as I am not sure if he meet he didn’t know how to play his class or build a roll for a dungeon group, the fact is, if your going to play a pure role you should really be doing it in a guild group, because you never know what the other 4 people will be playing, I would not like to be in a group with 5 guardians in full support cleric gear using the staff.
saying that, dual builds that could be changed on the fly would help that situation a great deal.
I found the part about crafting funny, it does not tell you what parts you need for each bit…. So I guess its hard to figure out that a Sword blade, goes with a Sword hilt! ^^
was a good read, but felt some of it was rather wrong. I do agree about the rolls, they are not defined enough, I don’t think it needs the trinity however.
There are three roles to play at the moment, Control, support and damage, damage being the most widely played. And there is a reason for it, the control and support roles do not feel as if they have enough impact on fights, this is from a pve dungeon perspective.
I play Control on my warrior, Support on my guardian and dps on my ranger, here are some examples builds.
Control:
http://www.noxxic.com/gw2/warrior/control/pve/core-build-and-traits
Support:
http://www.noxxic.com/gw2/guardian/support/pve/core-build-and-traits
Damage:
http://www.noxxic.com/gw2/ranger/damage/pve/core-build-and-traits
The problem is not that there is no roles, because the actual roles work well. Control can knock down and disable a target effectively, support can save peoples butts more often than many would care to mention, and damage does damage…
Problem is that the roles, being control mainly because a well played support is fairly good and brings a lot too the group. control however, as i said can lock down a target, that is the problem right there “a” target. While in Arah locking down an illusionist, is very helpful, you could argue nuking it down faster would be better, I would argue that keeping it perma locked is better and killing it with no risk.
However when it comes to large groups locking down one npc is less effective, and another issue is the anti-CC mechanic, i wrote a guide about this during beta that can be found here:
http://www.guildwars2guru.com/topic/48714-pve-control-defiant-indignant-guide/
with the current anti control, means that to control a boss effectively, you need to have two controllers, this will seriously bring down your damage, with the weapon choices needed to effectively control targets.
The group I run with, we run with one support, one controller and three damage. Pretty much the same as the trinity set up. We have found all of the content very easy to do with this set up, you could do things faster with all damage however, and that is the issue, the support and controller do not bring enough compare to damage, other than safety, at the cost of speed, and with NPC health being so high, speed sure does feel more valuable right now.
—Solution—
Make more mobs like Illusionist, in a npc pull of 3, having 1 target that is intended to be controlled would bring more value too the control roles. But at the same time a group of heavy damage set up, would aim to nuke that target down first.
Add a trait to control builds such as mace for warriors, to have it remove 2 stacks of anti cc rather than one upon applying a CC effect. This may be over the top, but you could also put it on the 3rd swing of a mace, as in the 3rd swing will remove 1 defiant.
You could also add such traits to the guardians two handed hammer, add it to the current chill trait, again this could be done for the rangers long bow as well via traits.
(edited by Kellie.3687)
My main issue is pets in pve Dungeons. I feel like I am forced to use bears more often than not, or use ranged pets. Sure on trash I can get away with cats now and again, and I am switching every 16s for quickness, using “my” heal for my pet more often than not and yet it still drops dead from random frontal cleaves from trash.
Would be nice if pets that had low health would try to stay behind mobs, would also be fantastic if pets took reduced aoe damage in dungeons. So that way I could have a choice and play the way I want to play, to some extent anyway.
+1
Please disable or remove until you stop content from spawning stuff on pets. No fun having grubs at Lupi spawn on this pet, especially when you have no choice about having the pet, you are just forced to have the little….
Can I have your stuff?
Careful I posted that exact same line in another post and got an infraction on my account for “trolling”. The guy even said he was quitting, it was a legit question, I wanted his gold if he was quitting would wouldn’t?!
Anyhow, you may want to edit your post before you get an infraction as I did.
Much depends what you mean by group healer, if you mean raw healing Guardian in full cleric will heal more with regens and virtues, then you have the staff on a 16s cool down healing for 2.7-3.1k, the staff heal alone almost keeps up or over takes two warrior shouts, if you are giving your passive virtue heal too group on top of that healing around 180-220 per second is 5400-6600 over 30 seconds.
for raw healing compare to warriors guardian out does them.
Anyhow, using Mace&Focus + Staff is strong support, can be in melee can be at range, if you need extreme range switch mace for scepter and your good to go, but will lose some heavy regeneration.
http://gw2skills.net/editor/?fUMQNAW5dlcgyCHGSPEm4ES2DRakQQsHYUGtRXFcIA;TkAqbM3Iux2lrLZXLCGNs3A
Build above is what I run, I tend to be at 1.6k Healing power and have no issue supporting groups, just be aware that your damage will be low and in groups that need little to no support you can be a waste of space, also keep in mind that some players have no clue how to play with support classes and you end up chasing them around a lot of the time saving them.
(edited by Kellie.3687)
As soon as I saw you use the word “Shield” I knew why you keep getting agro. The combination of a shield and high toughness, will mean you have a good chance of getting threat, throw high health in the mix and it happens even more.
It seams to happen when you have 20k+ Health, 3k+ armor and a shield.
Would like it if it fired at the same rate of fire as the shortbow in all honesty, obviously they would need to re-balance damage and what not but I’d leave that too some one that is good at math!
In all honesty I’d love too see staff range increased too 900 from 600 on its auto attack. It still has a max limit of targets it can hit, so it should not be such an issue.
not surprised tbh, the current long bow fires at 1.25 rather than 0.75 as the tool tip states, to get a real feel for how it should be you can try the Warriors long bow, it fires at the proper 0.75 speed and feels fine.
I imagine they will take the longbow attack rate down to 0.50, then it will fire at 1.0 unless they fix the animation delay. If they go so far to reduce it too 0.25 then it would fire at 0.75 again unless they fix the dodgy animation.
Four forge and two earth, if you want allot of protection boon duration, it works fairly well. I prefer solider my self for shouts removing conditions. Also I think two monk, two water and two earth is higher, but you wont have as much toughness.
The extra healing power is not to bad however, scales well with the new agony system.
(edited by Kellie.3687)
I don’t play a Necro but I played one a lot during guildwars one. I loved the Necro in guildwars one, because of being a minion master. Don’t get me wrong I am a huge fan of Epidemic necros, but minion master will always hold a place in my heart.
Pet’s in general right now do need a good looking at, the main issue I have is that AOE damage in this game from a pve dungeon perspective, is just too high for minions to cope with in general. Not to mention the poor AI for necros where a good fair few minions will just sit by while the fight is going on, and with no clear way to push them in to becoming active just adds to the frustration.
Minion masters should have meat shields, that,s what the pets are there for after all, not to be huge damage, not to be utility tools, but more of a control system, reducing enemy hits by taking the hits for the group.
Another issue is encounters spawning on minions, why do you want lupis grubs being throw on minions, why do you want Alpha throwing down more circles because of minions? why do you want the Maw wasting time on minions? Sure now and again it can be useful, but overall its frustration and in many’s opinion a design flaw. This could be fixed by making enemy NPCS target such attacks with a priority system, so if no players are in range then sure maybe it will throw it on a minion or player pet, but in the vast majority of cases it should always target a player if you cannot force enemy NPCS to ignore minions without breaking your code, you know how to at least implement priority’s you’ve already shown that, and it is a nice alternative.
Id like to see the following for Necros and pets in general:
- Pets take reduced AOE damage 65% to 80%.
- Pet AI improvements across the board, primarily on awareness.
- Pet attack range increased from 120 to 150, for melee pets.
- Priority system that puts pets at the back end of mechanic attacks, such as grubs.
- Pet movement to be drastically improved.
- Pet stats brought up by % to compensate for ascended gear implementation.
If this was done, the minion builds would make for a viable control method for Necros, it would also improve mesmers and rangers alike, while their issues are different some of these fixes would also help their “pet” mechanics as well. I do believe that Minions will have a place in GW2 out side of Solo leveling, I just think they are being careful with minion builds because of what happened in GW1 with minion masters earlier on, especially now when Minions do not lose life quickly over a short time.
yet again another night, with no ring drop, done level 10 and 12 again. Seriously 17-18 days every day doing 10 and 12, with no darn ring drop, what the hell is going on with this. My friend who also has never had a ring drop, actually got a ring drop tonight so at least one of us got something, but that is 68 fractal runs between the two of us to find ONE ring. What the hell is going on with this.
So if this keeps up, we can expect another 68 fractal runs to get one ring? because that is our current running average. So if we times that by four, as we both want two rings after all… 272 fractal daily’s for us both to get two rings each? Fantastic, thanks for that!
Every day I am getting more and more frustrated by this, I know I should not and just keep thinking oh well I am just unlucky, but its just not fun. In the future when you design these things please make more than one way to get the item, and for crying out loud add Healing primary ascended items too, why did they get left out?
Same, no ring for such a long time. Been doing level 10 and 12 fractals, don’t want to progress any more because it feels wrong to not have agony resistance and hold the others in the group back, it seams like every one I group with gets rings just not me.
Sounds like I am being dramatic, but honestly 3/5 people in the group get a ring every time so far. I am 1 of the 5, so me and one other don’t get a ring.
have meleed every encounter in game, apart from Phase one Lupi, have meleed phase 2 and 3. You cannot afford to melee phase one becuase it screws over your group if grubs spawn on you.
Not really true. The “warning” before a grub spawns on you is very long. If it is going to spawn on you, using swiftness or a teleport to get to your ranged group (or maybe relying on them for an extra snare after it spawns) is fine. Even without swiftness I can usually get to max range… it’s a very long warning.
Phase 3 is definitely the harder of the lupi phases to melee.
Thanks for this, I can now say that I have meleed every encounter in game did all three phases tonight ^^, Group was a little worried about letting me melee, but had no issues Dodge+Swiftness worked out well for me on Guardian.
However after tonight I have go full support now, going to be leading a life of Staff/Mace&focus in full cleric gear, will miss my heavy melee brethren but I love to heal people!
I don’t know if I should waste my 1850 tokens buying a P/T/V back slot, because I really do not want it. I want a healing one, and I am confused as to why, there was not one added as there is a condition damage one already, as well as many other stats.
I very much would have liked to have seen a P/T/Healing one added to this, and I am afraid that if I waste my 1850 tokens, you will end up releasing one later down the line, and I will not be able to afford one.
I doubt any reply will come, but what was the design plan behind not adding a healing back slot, ranked ascended? I know that you dislike people healing, but some of us really do enjoy playing a support role!
Please, please reconsider not implementing healing back slots for the higher ranks, many of us support players would truly be grateful to be able to have as much choice as other players.
I just want a primary healing back slot, be it Toughness/Power/Healing or Precision/Vitality/Healing. I feel pressured in to buying a back item that I do not want to use, just because of the agony resistance and how unlucky I have been with appropriate rings. On the note of rings… Please add healing rings with agony resistance too, true healing rings, ones with healing power being the primary stat, not a divine based one that spreads stats across the board, I am filling my organized groups support role.
TL:DR Please make Healing power primary ascended items for Rings and Back slots, and don’t force us to waste fractal relics on items we do not want for agony resistance. Support players have feelings too!
Attributes:
Power: 1522
Precision: 1037
Toughness: 1616
Vitality: 1326
Breakdown
Attack: 2633
Critical chance: 10%
Critical damage: 10%
Armor: 2827
Health: 14905
Healing Power: 1405
Just in case any one is curious to the build, and yes I am a strong believer that Healing power is awesome. :P So please, please add Healing ascended back slots!
(edited by Kellie.3687)
I’ve been running 10 and 12 over and over, and getting no rings… I think I am just going to start progressing without rings, felt kinda bad joining groups past 12 without any rings but its becoming a joke now.
Did this again today, he bugged out dropping his Hammer at 75%, only for no Cultist to spawn at all! Was rather awkward, lucky we had a Necro in party that could hit the symbol for 25 damage… it took an ungodly amount of time to break the symbol but it broke and we finished the event.
Kinda frustrating, we use to do this event properly, and never exploited it, only to have it fixed because of exploiters, breaking it even more than it was before, at least before you could do the thing properly.
BUG
The skill that still hits it, is the Vampiric trait (15 in blood), hits it for 25. I guess you can remove this from working as well at some point, but please do fix the issue with this entire event, it is rather frustrating, I’m sure you are working on it already and I am sure you understand how frustrating this is as players your selves.
At least I can continue being an adventure like you, because there is no risk of taking an arrow to the knee!
Really though, the Pet thing was really hard to watch, the main pet class in game… but the pet seams more interested to run side by side with your enemy.
No ascended back item with +healing, Not sure about rings as I have no luck with them. I know there is a spread stat one, but I want a heavy +Healing ring base too.
Was just me and one other in the groups that didn’t get the chest, the three others did. Kinda frustrating to waste my daily’s but it’s probable I would not have gotten a ring anyway, done 10 & 12 about 10 times each one and still no rings.
There has been a patch since I did these, so I will try again tomorrow and see if it works, just disappointed
I’d appreciate actually get a chest with a chest to get my ring from the daily, done 10,12,14 today and not a single daily done. Given up for the night now and will try again tomorrow but sure is annoying having your daily chance taken away from you for no reason.
Had not done any fractals at all for 36 hours, so it was not even a time issue. Only one other player in the party had the same issue, three others got theirs fine.
Oh well, really is a failure of a loot system at the moment, random and half working. Can’t wait for the fix, because I actually like the fractals.
Just done 12 now and again no chest. Sigh.
just done level 10, like I normally do expecting a chest, have not ran it in 24 hours in fact 34 hours. And got no chest? Is the fractal bugged?
have meleed every encounter in game, apart from Phase one Lupi, have meleed phase 2 and 3. You cannot afford to melee phase one becuase it screws over your group if grubs spawn on you.
Every thing else can be meleed with out going in to the downed state, it is 10x harder than being at range however. I have done this with both Guardian (Hammer/Mace&Focus) and Warrior (Hammer/Mace&Shield).
On lupi make sure you time the blocks well for the AOE circle spam during phase 2, and make sure you have stability up as he does a knock back during phase too that will know you back 900 if you get hit without stability.
no henchmen thanks, they can’t even get the ranger pet to an acceptable level, let alone a whole new ai entity. It is frustrating when it takes 2 hours to get a group however. And no, I am not being silly, took me from 8pm to 10pm to get a group together.
I often play at awkward hours too, from 2am till 10am, trying to find a group for the correct level of fractals at that time of night, is hard work! End up doing fractals -5 or less lower than the one I need.
And even with all that, I still do not want Henchmen in Gw2. They served their purpose in Gw1, Gw2 does not need them right now, and I hope it never does.
Game is really anti melee tbh, I run as support or Control in melee on both Guardian or Warrior (both full 80 exotic in respective gear).
Have to sacrifice a fair bit to melee effectively, and by sacrificing everything you do no damage, with the current system with control, using control is pointless. While heavy control builds like Mace+Shield on warrior offer huge survivability via timing blocks effectively, you do no damage and hardly bring any CC to the important encounters, and on top of that, block wont work on a fair few of the skills you actually want to block!
So control is fairly weak in pve boss encounters, works well on trash but lets be honest, who struggles with trash? So that leaves Melee Support… why not just bring a ranged support? Offers pretty much the same, in fact if you wanted to go for a support/control guardian build using shouts, the 600 shout range really hampers your support options. Leaving you going to a consecration build for support, meaning you may as well.. surprise, surprise go ranged.
As many have said, has been like this since beta, and they don’t seam to learn when they add new content.
Bug: Lupicus
While it is not directly a bug, it should be seen as one, Lupicus will spawn grubs on Ranger pets, Necro minions and just about any other entity. This should, and never should be the case.
You have asked for Arah bugs, this one does cover many instances right now and needs to be resolved and removed from your design for any future instances, you lately made the same mistake with the Jade Maw.
Effect of Bug:
We do not take Necros with 5 points in the death tree to Arah. Because of the terrible jagged horror. They result in Lupi gaining more stacks because they are in melee range, for lupi to spawn grubs on.
(edited by Kellie.3687)
I got disconnected, log back in, I had been kicked from group, few minutes later get a tell… We are all reporting you.
Awesome -.- Really hope this issue is solved soon, becoming a joke and making me have second thoughts about running the fractals, because of getting reported.
(edited by Kellie.3687)
The locking auto run is really frustrating, and some times no amount of spamming jump, wasd or esc stops the darn thing, just stops when it wants too.
Maybe some one had been polishing chunks of the jade sea? Who ever polished the jade sea should be shot! Stop polishing the sea, stop it now!
To be fair to the guy, there use to be a lot of guilds that ran with NDA on strats, don’t see many of them around any more, as every thing is all on google. However it is a little odd that he did post at all.
Anyhow on topic, it is rather odd how the rewards are working at the moment, but then again it has always been the intention of AN that you are challenging your self more so than anything else, I imagine in the future they will add score boards so you can see who is the top fractal team at some point, much like Guildwars 1.
You cannot Tank, but you can Control. Control effects seam to carry a higher threat priority to monsters, even bosses when they are immune to the controlling effect. Make sure that you pull and are the first person the mobs see, as this will also throw you up the priority list, this is of course in general, some times mobs will just out right ignore you.
Controlling is done differently with each class, some are chill, cripple, immobilize others are Daze, knockdown and knock back and another way is via blocking and shutting down general out going damage from enemy npcs.
Warrior Control:
http://www.noxxic.com/gw2/warrior/control/pve/core-build-and-traits
Guardian Control:
http://www.noxxic.com/gw2/guardian/control/pve/core-build-and-traits
These are base line builds, so feel free to change them to suit you more but the base idea behind these builds is solid and works well via just using the templates. Keep in mind control builds require good timing, making sure you get blocks, and knock downs in at the right time, don’t just knock a mob down when it is not doing anything, knock it down when it is mid swing, to maximize your cool downs.
Takes a lot of practice to be a good control class, but if you do master it you will be extremely valuable too your party.
P.s:
If doing heavy control for your group requiring you too take both weapon sets as melee control tools such as Mace&Shield + Hammer, do not forget to switch to ranged weapon in one slot when facing a boss encounter that you feel you need to range.
(edited by Kellie.3687)
Warriors complaining about elementalist melee weapons and survivability.
…
Have I landed in some kind of GW2 bizarro universe subforum or something?
Welcome.
making Hammer and Mace speeds = 0.25 / 0.25 / 1 rather than 0.50 / 0.50 / 0.50(1 in mace case)
Would mean Blind can still mitigate a large amount of them, and the more skilled ones would make sure they blind the final one, also being the easiest to blind with its longer than usual cast.
In the case of the mace, reduce weakness by 0.5s to make up for the reduced swing time. Would make these weapons feel much more fluid.
Thanks for all the reply’s! However, Knight makes you take over all less damage than solider due to high toughness, how long would the fight have to go on for Knight to be more valuable than Soldiers extra health efficiency?
Right now its clear that Solider is better for short fights, but how much shorter? I relies that this is a very open ended question, but when bosses hit for 4k and trash not too far behind, reducing an extra 10%? I guess would make Knight over take Solider rather fast?
Edit: Kinda answered my own post… 10% of 4000 is 400 so it would be 15 attacks. before Knight is more durable… I think I am really bad at this stuff ^^
(4000 – 10% = 400) (6000health / 400 = 15)
(edited by Kellie.3687)
Heya, on my Warrior I am trying to figure out what one will bring me the most value over all. With my current build I have 27.6k health I am using Solider on all Armor slots and Weapon slots.
However as a Warrior I have 22k health with out gear on, What I am curious to know, is Knight offers more toughness, and with that more armor meaning I would take less damage using Knight gear than Solider, but have a smaller health pool.
What one is going to net me the most survivability? I am not sure how much extra armor I am going to gain by taking Knight, but would the extra damage reduction make up for the loss of 5-6k health?
This is all a question from a PvE Dungeon running perspective, as I do the pulls for my group and often take the vast majority of the groups damage keeping most if not all of the live targets on me.
Thanks in advance for any ideas, or information.
(edited by Kellie.3687)
I can not loot the Excavation kit, to get a crowbar, to open the boxes.
Did Arah earlier without skipping the vast majority, didn’t get any yellows, in fact I did not even get a Green. However I did get an extra 12 tokens.
Let’s be honest, they had to cut a few of the ranger notes out due to balance issues, and we will have to wait another month for Signets and shout changes, and changes to the feel and pace of weapons…
CC Ivonne
Community Coordinator
Hello everybody,
thanks for replying to the OP, Knightlord.
This thread can now be locked.
I still have the page open in my browser… Sounds like the Mod was confirming that it was correct and then locked the post. Rather than just deleting stuff and pretending that it never happened, just correct your self if it is a mistake people appreciate it allot more.
they said the patch would be 15th, all over ranger forum. They events would start on the 16th but as said before, patched in on the 15th ready for the 16th.
its 12:57 PST atm? so the patch is almost an hour late and no information when or if it is even coming today still?
Depending how low they made the cool down, it would trivialize Dungeon content, when used in conjunction with Mace main hand. It is already super durable using mace and shield with a simple bit of time management.
Don’t get me wrong, I wouldn’t complain if they shaved 5 seconds off the skill, but you’d have to be careful with how it would effect dungeons, not just pvp unless it was a pvp/pve only change.
Honor of the waves token gear is Condition/Toughness/Precision..
@Cedrick Bryan Sagum, at least then you’d have one viable build.
As a player that has a Guardian in full Power/Toughness/Vitality gear, as well as a warrior in the same gear, apart from accessories, using Knight on them. I can say once you learn to play Warrior well and get the timing down well, they can be more tanky especially in boss encounters than a Guardian, however it does involve timing “Counter blow” well, being able to block an attack with that one skill alone every 8 seconds, is incredibly powerful.
And while Weakness can be weaker than protection, some times weakness really dampens the spikes more than protection when it really counts. Do not be put off playing your Warrior as a tank, there is a wagon full of DPS players that will scream foul that you are not DPS as well because they need to justify their own build to make them selves believe their own value.
This is from a perspective of PVE Dungeons, Timing your blocks will make a huge difference, learning to combo that with dodge will make an even huge difference, and then learning to cycle your CC will top it all off.
http://gw2skills.net/editor/?fIAQNApejAJ/mfAA9wqrAzU4n0DAQLNA;TsAqsMZJyymlLLZWrLGFc24txcDA
Current build I am using, may not be perfect but have done most content in Melee with no issue with bosses focusing on me, including Melee on Lupi during phase three.