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Flamethrower == POWER and not condition!

in Engineer

Posted by: Loopgru.1026

Loopgru.1026

This change destroyed the profession for me.

I know that sounds dramatic, but FT kit is really what I enjoyed about engineer. Running around as a viking with a flamethrower was my jam. In vanilla, it wasn’t very good, but I still ran a juggernaut build with hoelbrak runes and on critical sigils and had fun. HoT brought scrapper and some awesome synergies to form my go to build, the scrappernaut. Boon duration silliness abounded, and much fun was had.

Now, that’s done. I can shift some of it into a condition build, but I’ve never been into dots. There really isn’t a particularly good power build left. I have 9 80s, so I can readily switch, I’m just not thrilled at having something destroyed that I’ve been enjoying for years in the name of “purity of purpose”…

Help me love my ranger?

in Ranger

Posted by: Loopgru.1026

Loopgru.1026

The terrible implementation of pets in the game has always made it really hard for me to warm up to this profession. I could go on about how bad it is and in how many ways it’s bad, but I’d be preaching to the choir.

So instead, I’m hoping for the opposite. What is it about the profession that keeps you going with it despite the terrible pet mechanics? What do you love about it?

For me, the biggest selling point is honestly GS. It is, for my nickel, the best weapon in the game, bar none. Evade in the auto chain, a giant crunchy burst hit, fantastic mobility, a long block and cripple, and a daze/stun, all with great thematic animations.

Axe is still bad

in Necromancer

Posted by: Loopgru.1026

Loopgru.1026

Axe is for shroud-focused builds. The weapon all but screams at you “I’m not for auto-attacking.” Using it that way, it’s beyond terrible- because that’s not what it’s for. If you want to deal high, consistent damage out of shroud you can grab dagger or GS.

It is Known. The point of Axe is burst LF generation. A/F will generate a third or more of a bar of LF in a few seconds with Touch, Shivers (if you’ve got Chilling Victory), then Claws. (That’s roughly double what Soul Marks will give in that time, even blowing all 4 mark cooldowns.) By the time you’ve got that done, you’ve got a couple more seconds to drop a shout or a well or something, then get back in shroud until your LF drops to about 60% and you do it again.

[PvP] Scrapper Power Hammer Variant

in Engineer

Posted by: Loopgru.1026

Loopgru.1026

I use a very similar build on my scrapper. One thing you might consider is Leadership Runes and the new amulet with the boon duration on it (I’ve forgotten the name)- you wind up with 70% uptime quickness and 20 stacks of might, which makes up for the lost damage in Hoelbrak.

The big hit this took with the patch was the change to bunker down no longer giving regen.

[PvP] New Meta Builds

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

This build is not so good .
The old Burn guard was good but he had strong counters.
And with this build u have 0 Meditation heal and a high er CD.
Why u want to use the DH traitline if u use only 1 trap and no LB?
This 1 Stack vuln and cripple get cleared easy .
And u waste one of ur biggest Bursts with Torch for 1 Stack cripple and vuln.

Comparing this to a medi build is not really going to be useful, they play totally differently and are for two totally different roles. This is not a medi brawler build, it’s a condi burst build. It’s intended to put out a lethal amount of condi pressure extremely quickly. Compared to the warrior equivalent (a much more direct comparison), it has substantially stronger AoE condi application, but not nearly as much sustain (because Adrenal Health is absurd).

On that note, the point of the first 2 DH traits is the vuln and cripple application as covering conditions to protect your burns- you WANT them to get cleared instead of your burns. (That’s the reason behind the sigils as well.) You also get stab from heavy light and the improved virtues- I think that’s worth it.

As for offhands, Torch works very well with Sword- you just have to choose whether you want to give up the block from Focus. With scepter, though, you pretty much lose out on half of Zealot’s Flame using it with a ranged weapon, so you’re left with a meh burn and a condi clear (which you’ve already got in spades). Shield works better there as a support for the ranged weapon- AoE protection and aegis on a short CD, and a knockback (and stability from heavy light) with covering conditions and a moderate heal.

[PvP] New Meta Builds

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

Carrion Sc/X Radiance/Virtues/DH seems to work extremely well from what I’ve seen so far. Stack a metric ton of burning via Justice with fast-hitting attacks (Sc2, Sw3, GS2, Procession of Blades), also cripple and vuln from DH traits), plus large additional burns from JI, Purging Flames, and Radiant Fire. Multiple sources of stability, a ton of condi clear.

http://gw2skills.net/editor/?vVAQNAreRnsABNDhlDBedC8DhlAiKbIawJUu87+03KAeg3E-TphAABws/AAPAgNOCATcIAGrMA3nAAA

The choice I waffle on is GS vs Sw/F- GS gives better mobility, blind, and stab (from the pull on GS5). Sw/F gives similar amount of offense, but gets Shield of Wrath, which is no small thing.

Creating a Viable A/A Build

in Warrior

Posted by: Loopgru.1026

Loopgru.1026

Generally the strongest power spec for PvP right now is greataxe- def, disc, zerker, with A/Sh + GS. I’d start with that (there’s a good version on metabattle) and tweak it for A/A- swap out shield mastery for either other minor, probably swap out either blood or air on the axes for strength because you’re hitting / critting so often.

Better PvP/PvE builds for Ele?

in Elementalist

Posted by: Loopgru.1026

Loopgru.1026

You can see all of the meta builds for all classes at metabattle.com

That said, I strongly recommend that you do not just copy and paste one of them. If you’re asking this question, I’m guessing that you’re not playing at a super high / competitive level at this point, and the builds there do tend to be oriented more at organized competitive team play rather than cutting your teeth solo queue. Play the class, learn what you like and what you’re good at, and take ideas from the builds there to suit your play style.

Elite spec idea the battlemage!

in Elementalist

Posted by: Loopgru.1026

Loopgru.1026

From your description you might enjoy what I’m running now. It’s mainly an overload-oriented FA build that uses LH as filler in the 5-6 seconds between overloads. 3rd tree varies- earth is great for solo PvE (high 40% protection uptime from both overloads and auras, 10% reduction in melee range, condi shed at full hp), fire is max DPS, and water is strong for PvP (tons of condi clear and regen).

Elementalist isn't too shabby

in Elementalist

Posted by: Loopgru.1026

Loopgru.1026

I’m in the exact same boat as the OP. I tomed up an ele and never really thought much of it- squishies aren’t my bag, so I didn’t give it any real thought. Took it out for a spin on a whim recently and I am utterly blown away.

I’m running a FA tempest build and having a blast. Chaining air overloads is a ton of damage, it’s utterly trivial to lay down a ton of might, mobility is amazing, great panic buttons / active defenses, and the sustain is incredible. Plus with so much protection uptime I can pretty consistently take it on the chin without much problem.

I am too much of an altaholic to say anything for certain, but this is really looking like my new main.

Shadelangs Pet Flaw Thread.

in Ranger

Posted by: Loopgru.1026

Loopgru.1026

Honestly, I don’t play my ranger much at this point- and the pet AI and the associated issues are why. I just want to give that disclaimer up-front- I’m not a Ranger expert.

That said, the view from outside is pretty simple. Playing a ranger, 30% of your performance is almost totally out of your control, all the time, at the whims of all of the targeting and pathing and where’d the boons go and whoops-it-exploded-again issues outlined above. And while there is a substantial penalty associated with failing to keep your pet from gleefully jumping into the fire yet again, there is no corresponding reward.

Let me emphasize that: Pets are ALL risk and NO reward.

In PvE, if you successfully micro everything and babysit this AI and keep your pet alive and buffed and on target, you perform at 100%- your 70%, and its 30%. You don’t get a bonus for succeeding with it, only a substantial penalty if you don’t. Ranger, even with that microing requirement, is basement tier damage in PvE, ahead of only Mes in the rankings. The damage output of a ranger is half that of an engi or ele, and I can’t help but think that points to no real thought to the difficulty involved in actually managing the pet.

That seems like a pretty huge disconnect.

Reverse-building FT Rifle help.

in Engineer

Posted by: Loopgru.1026

Loopgru.1026

I run a build you might enjoy- the Scrappernaut. Short version, Juggernaut synergizes in silly ways with Mass Momentum and Applied Force in the Scrapper tree to give you 10-15 stacks of might, permanent stability, and 3s of quickness every 10 seconds just by having a FT equipped. So you can start any fight with a big burst from a lava ball, then switch to hammer and unload all your CDs before pulling FT back out ’til CDs come back. Wash, rinse, repeat. Rifle is an option for utility, but hammer really does bring a lot more burst on CD and the utility is very strong.

Third tree is flexible. I do like tools for Speedy Kits, but I’d also strongly recommend taking a look at Inventions- the sustain you get out of it is huge, mecha legs at a flat 25% takes the sting out of no speedy kits, and Bunker Down does silly things with FT autos- med kits and mines errywhere.

Utilities and elite are also flexible. I’m a similar “use it if it’s fun” player and Rocket Boots are wheeeee! Blast Gyro hits like a large, angry truck, and the toolbelt is 3s of super speed- great disengage coupled with stab from Juggernaut. Elixir Gun is honestly a more competitively useful choice with condi cleanse, more healing, and burst from Acid Bomb, though. For Elites, Sneak is strong, but I like Mortar so I can stay viable at range and because boom.

Build:

Scrapper x/3/3
Firearms (2 or 3)/3/1
Tools 2/1/x OR Inventions 2/3/2

Hammer, Heal Turret, FT, x, x, x

Runes: I like Hoelbrak for a little more condi resistance.
Amulet: Paladin. Valk is good too, a bit more vitality is nice, but it also ties you into High Caliber in Firearms; in this case, Pack Runes might be better so your crit isn’t in the basement.
Sigils: I always use Blood, second varies- Fire, Air, Water, and Superior Speed are all worth considering.

Mace - Faithful Strike

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

I agree that it could some love. We’ve already got it on our list for investigation.

Yanno, it might go a long way if you could share said list at this point to settle folks down. Maybe you could even get some community feedback on the priorities and directions you’re considering.

that hammer primal burst

in Warrior

Posted by: Loopgru.1026

Loopgru.1026

I’ve been experimenting with Hammer quite alot. The F1 can be good. If you get a good feeling with it, it can hit 2 or 3 times a target (so up to 8-9k damage). However I cant get a touch of hammer overall. Way too slow for my playstyle and the stab flying around like sweet buns doesnt help either

How? I love me some hammer, but the low damage output coupled with being a melee weapon with negligible mobility makes it a really tough sell. If there’s a way to see numbers like that out of it, though…

Greatsword as a ranged weapon for Revenant

in Revenant

Posted by: Loopgru.1026

Loopgru.1026

I’m with Knighthonor- rev already lacks a beefy melee greatweapon. Hammer is ranged, staff is more support-oriented, and sword is whippy. If they add GS to rev I really want it to be a beefy greatweapon-feeling melee weapon along the lines of ranger GS.

Buff/QoL changes for Rifle maby?...

in Warrior

Posted by: Loopgru.1026

Loopgru.1026

I didn’t play warrior during BWE, but what happened to Gunflame? I’ve seen all manner of absurd crit reel videos of people absolutely deleting people out of existence with it, but now that I get to use it I’m finding that it is significantly less effective than KS, even with all the buffs for going berserk. Am I missing something here?

Guardian trait line overhaul

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

Coming back to this, I think the Revenant provides a pretty good model for how trait lines should go together.

Corruption fits 100% with Mallyx and has fantastic internal synergy. Devastation fits perfectly with Shiro and, again, works great together. Jalis is a bit less core to Retrib, but at least all of the traits have a common theme and mechanical intent. Salv is no Druid, but it is again internally consistent and works well with Ventari. Invo provides great synergy with the class mechanic as a whole. And Herald somehow lends itself both to the protective/supportive character of Glint and to a wide variety of builds from pure offense to pure support.

That. That right there is the treatment I’d like to see Guard get.

[PvP] Hambow Medi Build Guide

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

Disclaimer: I’m a cardboard tier casual.

You mentioned the problem with being kited- I think that’s an understatement. This build seems focused on hammer, but is stuck with default move speed and lacks any tools beyond wings of resolve for mobility. You’re just begging to be forced to default into LB all the time just to have something to do. A smart team will take one look at that and just have a ranged class come and harass, at which point you get one pull into RoW every 40s if you want to be able to even use the hammer.

So given all of the reflect issues in the current meta and your seeming distaste for it, why not just ditch the bow entirely in favor of either GS (mobility, aoe pull into RoW on a symbol?) or Sw+F (TP+burst)?

Guardian trait line overhaul

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

if your doing this for fun by all means ago ahead but don’t expect them to use your ideas no matter how well supported by the community, well thought out or how well explained.

(snip)

Its best to do something more productive & useful with your time.

We’ve all got our hobbies and time-wasters. Me, I like theorycraft, either working within a given system or thinking up ways to tinker with one. I don’t really expect that it’ll get used- I know better than to hope that- but cobbling it together was fun.

The best advice I can give you if your not happy with guardian (who in their right mind is) is roll something else.
Rev, ele & engi are all much more flexible then guardians, have more viable builds & can fulfill the same roles just as well if not better.

I’ve got every class at 80 at this point. All of them have their pros and cons.
- DH has some really satisfying weapon skills (GS3, H2/4, LB2) and good survivability / utility, but the trait lines are a mess and the core profession mechanic (virtues) is pretty poorly executed, which pretty badly limits the depth of the profession.
- Scrapper is strong, flexible, and complex enough to keep my interest- I mained engi for a long time and it tends to be my other main. The only big downside is being unable to swap to an effective ranged weapon (nades and mortar both suffer a lot with hang time).
- Reaper (another longtime favorite) is a thematic grand slam, I love RS, I really enjoy the slow-but-hits-like-a-truck aspect of GS, amazing levels of damage and survivability, but the lack of gap closers on a melee class is pretty deal-breaking for me. (Yes, Wurm; two dashes a minute that you have to slot into is pretty awful.)
- Rev is similarly fantastic flavor, but none of the melee weapons get it done for me and there’s only so long I can sit in hammer. Waiting for the second elite spec to drop GS into the mix then we’ll see.
- Warrior never really grabbed me, which is weird (for me) as in most games it tends to be my go-to. Not enough complexity I think. Berserker is a step up, I think, but I haven’t really spent much time with it.
- Ranger would be an amazing class if pet AI / targeting / pathing was worth a kitten and if the elite spec hadn’t been completely shoehorned into a support role in complete defiance of everything ANet had ever said about class design (lack of strict trinity, everyone does everything, etc).
- Thief, ele, mes – Squishy high-risk high-reward classes aren’t my bag.

Guardian trait line overhaul

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

A bit off-track, but I think this is something ANet really needs to be careful of. Dragonhunter augments Virtues in a way that makes them much more dynamic and interesting…and as such completely obliterates the purpose of the Virtues traitline, which really should have been where these augments were in the first place.

I would argue that even the DH implementation of these falls a little flat. With the exception of justice, the CDs on virtues are still so kitten high even traited (30/60s) that they become very situational rather than abilities in regular use, especially given the opportunity cost (no passive while on CD) of using them.

Maybe I’m spoiled, but compared to things like attunements and kits / toolbelt and DS it just seems really thin.

Guardian trait line overhaul

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

Where is the +25% Movespeed? (for 3 years, veteran guards are screaming for this. pvp, wvw and even pve players) If you really mained the class by heart, then you should’ve put a trait like this.

My goal here was to rearrange things to make more mechanical and thematic sense, not to buff an already strong class. Truth be told, I’ve been using Traveler runes for so long now that I don’t even really think about perma-swiftness. How about “while you have aegis you also have swiftness” for a guardian-specific version?

Basically, what you did is nerf the Guards DPS area. I’ll give you another one example.
Amplified Wrath and Permeating Wrath both at the Radiance Grandmaster. We are now forced to choose 1 of this 2 good dps trait? Tsk.
Why did you remove the trait Power of the Virtuous?

Do you really think Amp Wrath is that good? Genuine question. I’ve largely avoided it- aegis ticks are spaced out enough that a 262 damage burn proc seems like a pretty lackluster trait on live. With the valor tree as I laid it out I could see it being solid, though.

You also did a slight nerf to Survivability. One example is, Absolute Resolution is missing (no more 3 condi cleanse & higher resolve hp per tick)This trait is very useful in pvp and wvw.

So do you think all 3 of the virtues GM traits need a secondary effect? e.g. Condi cleanse on resolve, stab on courage, might or fury or quickness for justice? I was intentionally conservative with those as I didn’t want to just get blown off as trying to get guards over-buffed.

Guardian trait line overhaul

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

This is my stab at a Guardian skill tree rework.

Guardian skill trees suck. Always have, back to when you got stats out of them. (Do I want a bunch of weird condition-oriented stuff on top of a pile of power? Do I want a bunch of healing power to unlock AH?)

Even without that insult on top of injury, though, the trees are just a hot mess. There’s no cohesion in any of them either in terms of mechanics or theme, and frankly it is just incredibly unsatisfying to trait a guard. Your skill trees really just come down to “what GM trait do I want to build around and what are the least bad options to get there?”

And on the flip-side there’s no real core to what those trees do for you. Do points in Zeal make you more of a damage dealer? Well, sorta, I guess, maybe. Do points in valor make you more of a tank? Again, it’s squishy. And how do any of these lines correspond with any of the class mechanics or abilities? Even the Virtue line has precious little to do with Virtues, and everything else really feels like a tacked-on afterthought.

So, with that said, here’s my attempt to fix that- to give each of the lines both mechanical and thematic cohesion and some actual synergy, to make it feel like a clear and rewarding choice between the trees.

Thoughts?

Zeal

Line notes: This take on the Zeal tree is intended to focus it on offensive melee. Secondary focus is on symbols, trying to make these things that weapons sort of poop out by default actually meaningful and a consideration in combat for both the guardian and their opponents. Two mechanics tweaks also apply here: First, the active effects of Consecrations become symbols- functionally and thematically they’re the same thing (creating a specific effect in a specific area) and that would improve synergy substantially. Second, Symbol of Wrath changed from allied retaliation (mechanically problematic in PvE and a thematic miss on an offensive weapon) to allied Fury.

Adept:
Minor: Zealot’s Speed – Create a Symbol of Swiftness when you are struck while below the health threshold.

  • Right Hand Strength – Critical hit chance with one-handed weapons is increased. Sword skills recharge faster.
  • Binding Jeopardy – Immobilizing or blinding a foe also applies vulnerability to them.
  • Unscathed Contender – Deal more damage while under the effects of aegis.

Master:
Minor: Symbolic Exposure – Symbols apply vulnerability to foes.

  • Zealous Heart – Attacks with your two handed melee weapons deal extra damage and heal you. Two handed melee weapon abilities have reduced recharge.
  • Strength of the Fallen – Lose conditions at a set time interval. Health degenerates more slowly while downed.
  • Wrath of Justice – Striking an enemy with justice’s active effect triggers signet of wrath.

Grandmaster
Minor: – Symbolic Power – Symbols have increased damage and a chance to burn enemies.

  • Symbolic Avenger – You deal more damage to enemies standing in your symbols.
  • Empowering Might – You and nearby allies gain might when you land a critical hit.
  • Master of Consecrations – Consecrations last longer and have reduced recharge.

Radiance

Line notes: Radiance here is the burning tree, the go-to place for condition damage. This one required quite a bit of tweaking- on live the burning is frequently tied to fury or crit chance, which doesn’t make a whole lot of sense for a condi based setup. I also tried to accommodate the problem of burning-immune mobs here- this would not apply to immune-to-everything scenarios in PvP, to be clear. Finally, I tried to shore up one of the major weaknesses of DoT-based builds- AoE. Zealot’s Flame does a decent job for PBAoE, but I wanted something more fun- like, say, fiery explosions. Finally, I also put the spirit weapons here- they very much fit the damage-over-time aspect, and the trait even as it is on live has them apply burning.

Adept:
Minor: Justice is Blind – When activating Virtue of Justice, nearby foes are blinded.

  • Fiery Wrath – Increases damage against burning foes.
  • Inner Fire – – Gain might when you strike a foe that has burning stacks over threshold.
  • Zealous Scepter – While wielding a scepter, gain might when your justice passive effect triggers.

Master:
Minor: Holy Fire – – Your burns can be applied to burn-immune enemies. If a target dies with your burn stacks on it, gain a portion of those as Might.

  • Kindled Zeal – Gain condition damage based on your power.
  • Radiant Fire – Gain zealot’s flame when you critically hit an enemy. Burning duration is increased. Torch abilities recharge faster.
  • Expeditious Spirit – Spirit weapons burn foes they strike. Spirit weapon summon and command skills have reduced recharge.

Grandmaster:
Minor: Radiant Power – When you apply Burning to a target that already has that condition, you have a chance to cause damage and apply burning to all foes in an area around the target.

  • Amplified Wrath – Burning damage is increased. Burn enemies whose attacks you successfully block.
  • Radiant Retaliation – Retaliation damage scales from condition damage instead of power.
  • Permeating Wrath – Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.

Valor

Valor, as I’ve laid it out here, is kind of the brawler “gimme yer worst!” tree, or as it lives in my head, active offensive tanking. You’re in the thick of it basically daring people to hit you, so Aegis and retaliation are very much the name of the game here. I think Pure of Voice fits here very well also, both thematically (shouting “fits” this role), and mechanically (conversion is fantastic when you’re up front setting yourself up to get targeted). Finally, the Taunt mechanic was added in HoT for Revenants, but it fits too well here to overlook. I even like Focus Mastery here as Shield of Wrath basically screams “hit me or else!”

Adept:
Minor: Valorous Defense – Gain aegis when you are struck while below the health threshold.

  • Wrathful Spirit – Aegis gives retaliation when it ends.
  • Retaliatory Subconscious – Gain retaliation and aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated,launched, taunted or inflicted with fear.
  • Healer’s Retribution – Gain retaliation when using a heal skill.

Master:
Minor: Virtue of Retribution – Gain retaliation when you activate a virtue. Retaliation you apply lasts longer.

  • Shattered Aegis – When an aegis you applied blocks an attack, it damages nearby foes.
  • Retribution – Gain increased damage while under the effects of retaliation.
  • Focus Mastery – Gain protection when using a focus ability. Focus abilities have reduced recharge.

Grandmaster:
Minor: Might of the Protector – Gain might when you block attacks.

  • Retributive Armor – Gain toughness for a period of time when blocking an attack. Gain ferocity based on your toughness.
  • Pure of Voice – Allies affected by shouts have conditions converted into boons. Shout abilities have their recharge reduced.
  • Light’s Champion – When an aegis you applied blocks an attack, the attacker is taunted.

Honor

Line notes: If you’re the sort that always lamented the lack of a dedicated support tree a la Druid for Guardians, this is your tree. This is all about boons and healing. However, I didn’t want it to be a passive healbot, so the changes and emphasis here is on doing things- attacking, dodging, applying boons, etc- to give support. The changes to Altruistic Healing and Monk’s Focus here are intended to make both a little less selfish- it also gives a solid choice between shouts as a big source of burst healing (from all the boons at once) or meditations for more of a sustained healing (lower CDs overall and regen over spot heals).

Adept:
Minor: Stalwart Defender – Heal allies around you for a small amount each time you attack.

  • Smiter’s Boon – Smite conditions when you use a healing ability.
  • Protective Reviver – Activate a shield of absorption when you begin reviving an ally. Upon successful revival, you and ally each gain aegis, protection, and regeneration.
  • Vigorous Precision – Grant vigor to nearby allies when you deliver a critical hit.

Master:
Minor: Selfless Daring – The end of your dodge roll heals nearby allies.

  • Communal Defenses – Grant aegis to allies when you block an attack.
  • Strength in Numbers – Nearby allies gain toughness based on your effective level.
  • Honorable Staff – Boon duration is increased while wielding a staff. Staff recharges are reduced.

Grandmaster:
Minor: Altruistic Healing – When you apply boons, the target is also healed for a small amount.

  • Pure of Heart – Aegis heals when it blocks an attack.
  • Force of Will – You have increased vitality. Healing effectiveness to other allies is increased based on a percentage of your vitality.
  • Monk’s Focus – Using a Meditation skill grants regeneration to allies in a radius. Meditation skills have reduced recharge.

Virtues

Line notes: Ok. Let’s be real. Virtues are really just another set of signets, and they really aren’t that interesting. Compared to things like attunements and toolbelts or kits or even pets, they’re pretty thin. So this is the most modified of the trait lines here- if you’re dedicating an entire trait line to them, they should be a much more dynamic, interactive mechanic than they are by default. Make them available more often, make their effects more interesting, offset the opportunity cost of using the actives, etc. Signets actually make for a fun synergy here as well.

Adept:
Minor: Inspired Virtue – Virtues now also apply the following boons to allies when activated: Justice: Might Resolve: Regeneration Courage: Protection

  • Protector’s Impact – Create a Symbol of Protection when you take falling damage. You take less damage when falling.
  • Courageous Return – Virtue of Courage is recharged when you revive an ally or when you rally.
  • Perfect Inscriptions – Signets have improved passive effects. When you activate a virtue, reduce the cooldown of signets. When you activate a signet, reduce the cooldown of virtues.

Master:
Minor: Lingering Virtue – When virtues are on cooldown you gain stat bonuses. Justice: Power & Condition Damage. Resolve: Toughness Courage: Vitality & Healing Power

  • Battle Presence – Nearby allies gain Virtue of Resolve’s passive effect.
  • Supreme Virtue – Virtue passive effects trigger more frequently. Virtue active effects are improved. Justice: Longer duration Resolve: Larger heal Courage: PBAoE blind
  • Shield of Virtue – Reduce the remaining cooldowns of all virtues by 1s when you attack while wearing a shield. Shield abilities have reduced recharge.

Grandmaster:
Minor: Eternal Virtue – Reduce remaining cooldowns of all virtues by 5 seconds when you kill a foe.

  • Unshakable Resolve – Create a water field when you activate Virtue of Resolve. Virtue of Resolve’s passive effect is stronger.
  • Indomitable Courage – Create a light field and grant stability to nearby allies when you activate Virtue of Courage. Virtue of courage’s passive effect triggers more frequently.
  • Power of the Virtuous – Create a fire field when you activate Virtue of Justice. Virtue of Justice recharges faster.

Pact Airship Wreckage HP bugged

in Bugs: Game, Forum, Website

Posted by: Loopgru.1026

Loopgru.1026

That worked for me as well- thank you!

Pact Airship Wreckage HP bugged

in Bugs: Game, Forum, Website

Posted by: Loopgru.1026

Loopgru.1026

This HP has been a mess for a week now. Originally it was the Coztic Itzel Belongings HP, which bugged repeatedly- I attempted it several times, but the mobs liked to get lost in the floor and despawn so it was impossible to complete.

When the tweak patch changed it to the Pact Airship Wreckage, though, it still showed as available on the map in the original location of the Coztic Belongings (see mouseover on the map in the screenshot), but the Place of Power gives the “you’ve already earned these” message (see on-screen dialog in the screenshot).

The Hero Point tally for the fullscreen map also shows that I have 8 of 11 complete, with this as one of three still available.

Attachments:

Dungeon Mentors [Noob]

in Fractals, Dungeons & Raids

Posted by: Loopgru.1026

Loopgru.1026

I’d love an invite, if possible. I’ve been playing more or less since release and have an 80 guardian, but I’ve played solo pretty much exclusively. I don’t have a whole lot of time these days (new dad), but would love to see some of the dungeon content of this game. Currently working on a 35ish engi and trying to decide whether I want to go with that or my 55 necro in HoT- depends on how the necro specialization goes, really.

Any way around endless kiting?

in Necromancer

Posted by: Loopgru.1026

Loopgru.1026

Necro is 20, all points in spite. I’ve tried every weapon and weapon combination I could find.

Guardian is not quite 40. But the discrepancy between the two has been marked since the get go.

Any way around endless kiting?

in Necromancer

Posted by: Loopgru.1026

Loopgru.1026

This isn’t necessarily necro-specific, but it’s my highest level ranged character, so it goes here.

Let me describe leveling with each of my two mains as an illustration:

Necro: Toss out a few ranged abilities, independent of weapon type. Maybe throw out a stun or slow, but inevitably have the target reach you with >50% health and proceed to circle kite until the target finally dies. Two targets are a headache, more than two are usually an indication that it’s time to run away. Survivability is low, time to kill is best described as “interminable”.

Guardian (GS): Leap, symbol, spin, AA chain, repeat. 5 at once? No problem. I just got done taking down a pack of 2 veterans and 3 normal mobs all at the same time before the server restarted. Same general experience with my warrior- I jump in, murder things, then move on.

Am I doing it wrong? Is there a burst- or control-heavy build or play style that I’m missing here? Or is the ranged play style in this game’s PvE characterized by one long game of “not in the face”?

(I ask because the inverse seems to be true in WvW- ranged dominates while melee gets to choose between “blaze of glory” and “spectator”.)