Showing Posts For Misery.9825:
Really hope you aren’t trying to put exquisite jewels in armour slots as that will not work. From what I see, otherwise, solid stats and such and a good idea.
What ever the condition is, it should allow the necromancer some kind of condition burst like many of the other condition builds on different classes have. Elementalists can stack 20 bleeds permanently without relying on crits, but when they do crit they can also stack burning which ticks for an additional 1k depending on gear. Adding a condition that has a rather high damage tick would allow the necromancer to do decent amounts of damage before anything is cleansed. I also support that this condition punish cleansing as there is just so much access to it on many classes. Doing half the damage of your bleed values remaining on the target would be pretty good, or even silencing the ability to cleanse for x amount of time.
Upon the malfunction of my trading post, I have only recently realized the inefficient way that various cultural sets are purchased and/or used in the game. My suggestion, a simple one, is to make these armour/weapon skins also available as just the skins since very few people buy these expensive sets for anything more than the look anyhow.
TL;DR: please make cultural weapons and armour into skins that are just transmutes instead of armour or weapons with stats.
I found it hilarious that the devs were completely fine with one skill completely nullifying the power of any engineer in pvp. Guardian uses shield of absorption, and engi guaranteed loses… And this is ok? Much love, devs, much love. Not every build requires a tool kit or should LEAN on a certain skill as that is imbalanced. Forcing a player to always have this skill is not how these games should be played and the devs have said this themselves.
I don’t believe any firewall is blocking anything but I will give it a look. Thanks again for all of your input. Must say though, it’s a good thing I have all the gear I could ever want on all of my characters or I’d probably quit. lol
Here are a few things to try:
1.) try repairing disk permissions via Disk Utility first. Then…
2.) repair the client install
Open Terminal
Type the following:
/applications/guild\ wars\ 2.app/contents/MacOS/cider —use-dos-cwd C:Gw2 -- C:\\GW2\\GW2.exe -repair
You can copy and paste that in too. Run it and let it go until finished. FYI if you type the command yourself, they are 2 dashes (-) side by side… I’m noticing one sometimes looks like an em dash… It’s 2 en dashes though. (the dash before USE is 2 regular dashes)
3.)Perhaps after doing that, if it doesn’t work, you can try to delete the contents of the gw2 data folder, it’s a pain to get to the right one:
Mine is located under the hidden Library folder
/library/application support/guild wars 2
Delete the contents of that specific folder, then re-run the client.
When I was having issues purchasing gems and getting a parse error, option 3 worked for me and I’ve been okay since. There problem still remains with the occasional trading post not loading issue, but a client restart usually fixes that.
So try 3, if it doesn’t work, try 1 and 2. Let me know how you go either way. If none works after a few client restarts, submit a ticket (see the sticky).
I went through and did everything you suggested, but unfortunately I’m still having the same issue. Thank you so much for the input though.
For the past four weeks I’ve been experiencing an issue where I cannot use the trading post. The following issues are making the trading post unusable:
The window opens; however, it either gets stuck at the loading screen with the loading circle bit in the centre, or it loads some sort of text with errors where the text is hyperlinked blue.
None of the buttons appear, but the category headings do with non-functioning links
The option to search is given but the text turns into textured squares upon typing and pressing enter or return does nothing
Please resolve this issue. I’ve reported it several times before and absolutely nothing has been fixed. I have not been able to sell anything or buy anything for that matter. I am a loyal player that advocates the game and the least that could be done is to make one of the chief functions of the game actually accessible.
Alright so I repaired permissions etc, and I am still currently working to resolve it.
I thought I’d just provide further detail as to my situation.
What I was trying to describe can easily be seen in the picture I finally managed to take for this.
(edited by Misery.9825)
I’ve been able to break 3030 condition damage on my necro from having might stacks in groups, but as far as solo play goes 2580 ish is my top from blood is power, nourishment, and corruption stacks.
Once they fix the proc on the 200 condition damage on kill food, you’ll be able to hit 3200 no problem.
Also, Taril, your ticks would end up doing more like 202+ with bleed at that condition damage as I’ve gotten 198 per tick from 3004 condition damage.
(edited by Misery.9825)
Woot just finished the dredge one. It is NOT impossible, but you’re required to have some sort of blocking wall and a thief.
Currently stuck in dredge fractal as last part before maw at 36
Any ideas on strategies for doing the bomb portion on the big door?
Nerf doesn’t apply in WvW.
Yes it does, to all game types. Grenades behave the same everywhere since the last large update (https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012)
I’d like to note that while the nerf does apply to sPvP, those within various PvP games currently have weapon stats as all of the stats come from other parts of the gear and not the weapon itself. This means that, as you know, the engineer is far weaker in PvE than it is in PvP. If anything, it would make more sense if that were swapped around. Not that Engineer needs anything changed beyond a rebalance of the grenade spam. It’s not that it does too much damage otherwise warrior axe auto attack would be cut in half (really though, I’ve pulled something like 13k-15k dps from just auto attacking with it in a PvE environment). I assure you, engineers have never pulled over 10k dps from spamming the 1 key. Not that it didn’t do decent damage, but not all grenades were guaranteed to hit and that, at least I thought, was good enough reason for them to do the damage they did [pre-nerf].
Too bad that ANet believes Grenades deserve more damage because of their projectile speed and ground-targeting. (How else do we explain why no more nerfs for hades / no solid damage buffs for other kits?)
I think the main problem is they can be thrown anywhere within their range.
Even conceptually, grenades aren’t something you throw near yourself. They should place a risk-factor to throw grenades within 500 distance of yourself, or put a minimum range.That way, it would stop overshadowing Bomb and Flamethrower kit for melee-ranged damage. Instead, they would compliment each other.
The only reason the Grenade kit overshadows the Flamethrower kit is because the flamethrower deals pitiful damage.
Grenades DONT need a nerf, every other aspect of the engineer needs a buff. Although this is starting to stray from the topic.
Except that Flamethrower doesn’t deal pitiful damage. It’s 2-skill just has poor targeting and it’s built to be a closer-ranged front-line weapon.
The grenades overshadow them because they work as EITHER backline or frontline when their damage is solely scaled for long-ranged assaults.
You’re only comparing the direct damage numbers and not taking the conceptual designs into account.
While the FT and other kits may need a bit more damage:
What’s really needed is a few mechanical tune-ups and adjustment to grenades so they don’t monopolize viability.Sorry but that’s not a very good idea. If we basically nuke ourselves for attacking melee (within melee range) with our grenades, it’s a death sentence to even go into battle. If a player runs two kits then he/she is susceptible to conditions (if no elixir C) or most melee (without elixir S). Moreover, if the player, for some ludicrous reason, decides to run full kits, there is absolutely no viable escape left. Grenades are fine as is; don’t touch them
Your claims are completely ignorant of Greande kits’ status among Engineers.
Nuking self? That’s the point, to stop grenades from being used in close range EVER.
- Your objection: Moot.
- AND you ignore my other suggestion – To limit the minimum range of grenades, so they can’t be used for melee without putting engineers at risk.Susceptible to CC? There are PLENTY of Engineers who run multiple kits and have work-arounds to the lack of condition-removers from utilities.
- Your objection: Neglectful of other Engineers.Grenades are not fine. Damage-wise, maybe. Mechanical, NO.
- ANet nerfed their projectile speed, but it didn’t change the fact that bomb and flamethrower kit are inferior to it when it comes to close-range damage.- And they are not inferior because they’re below average. They are inferior because Grenades are scaled up to match standard weapons, despite also being a kit, because they have projectile travel-time, and yet are allowed to be used like a melee weapon.
Because of the above point, Grenades will always stand on top. Whether or not you use them does not stop that fact from looming over other players’ heads.
By that logic, let’s have all of our own AOEs do damage to us. Moreover, let’s have bomb kit not just heal us but do damage to us as well! Your suggestions are detrimental to the engineer class. Making oneself take damage from an attack such as grenades when thrown in closer range would do nothing but inhibit players from enjoying the class. If you’re talking about how illogical it is to throw grenades in melee range, I’d like to direct you to a ranger Barraging over himself and shooting arrows at himself. If you want grenade to have a drawback for being in close range, get ready for every aoe to do the very same thing as that is where your logic is headed.
sigil of strength + grenade kit. People are really never gonna leave grenade kit now if we get stats + sigil. I guess they could always fiddle with the weapon damage to keep it in line. Either way looking forward to that.
By “Fiddle with the damage” i really hope you mean buff all the other kits and weapons so that they are on the level of grenade kit.
Too bad that ANet believes Grenades deserve more damage because of their projectile speed and ground-targeting. (How else do we explain why no more nerfs for hades / no solid damage buffs for other kits?)
I think the main problem is they can be thrown anywhere within their range.
Even conceptually, grenades aren’t something you throw near yourself. They should place a risk-factor to throw grenades within 500 distance of yourself, or put a minimum range.That way, it would stop overshadowing Bomb and Flamethrower kit for melee-ranged damage. Instead, they would compliment each other.
Sorry but that’s not a very good idea. If we basically nuke ourselves for attacking melee (within melee range) with our grenades, it’s a death sentence to even go into battle. If a player runs two kits then he/she is susceptible to conditions (if no elixir C) or most melee (without elixir S). Moreover, if the player, for some ludicrous reason, decides to run full kits, there is absolutely no viable escape left. Grenades are fine as is; don’t touch them; people don’t play the class enough as is and less incentive such as nerfing grenades would destroy the class altogether and make it tremendously bad in groups.
I would like to know whether or not these posted changes to sigils/weapon stats are planned for the 14th if we could hear some information to perhaps give us hope to hold onto.
The issue here is that glass cannon isn’t viable in the later levels because you lack the toughness. Use Sorrow’s Embrace gear and other knight’s pieces while keeping berserk stat trinkets (possibly socketed with exotic emerald jewels). You will definitely lose out on some critical damage; however, you will be running around for a lot longer than if you’re getting one-shotted, I guarantee it. So to recap, choose the following pieces:
- Knight’s stat chest (get this first as it gives the most of all stats, of course)
-keep your berserk stat trinkets, but replace jewels within using emeralds
- obviously agony resistance (dur)
- I will sometimes keep a set of armour with emerald orbs in upgrade slots as it is probably the tankiest upgrade one can find and for so cheap as well.
I also like to run with elixir S and elixir R so I have tons of dodges as well as invuln to keep myself up. Elixir R is also one of the shortest ranged revives available and with traits it resets once you hit 25% health (unless it is bugged, which it was for a short while).