Showing Posts For NekoNeko.8730:
Currently all 3 of those exotic backpacks( Scholar’s, Agent’s and Crusader’s Pack) are bound to 1 of my character since it happens that the last part needed for all 3 backpacks are obtained from a vendor for me and those backpacks are designed to be soulbound on acquire instead of soulbound on use.
It would be great if those backpacks are made to be soulbound on use instead so that it can be used on alts instead, since my main uses ascended backpacks. Else it would become trash can fodder
A thief could probably do the same too tbh…given how many uplevel’s there are in that 1 v 6 lol
nice job :]
ur on EU right?
Yes sir! Poking around in Piken Square EU atm. Was over at SoR NA for a month before it started to fall down the tiers.
lol the amount of mobility we have with Sword/dagger and GS is disgusting! You were kittening everywhere!! Btw, it doesn’t really show in that video, but hows the damage with your build? Is it any good? Or just tanky + Mobile?
I have been trying to balance out the damage and tankyness and I think I’m slowly getting to the sweet spot where I can stay alive and still do o-kay damage. I’m usually running duo or trio with a thief and a mesmer, so with me being the only non stealthclass I get focused a lot and that’s why I have relatively high toughness and HP. People are more comfortable with going after a person who can’t disappear all the time so being a squishy is a no go for me.
But even if I’m tank-ish, I don’t want to hit like a wet noodle! Sadly with the stealth nerf to the sigil stacking my damage went down a bit. I used to have the power stacking sigil on my torch (Aoe firefield for faster tagging in camps and so on), then swap it out for dagger/warhorn when I had full stacks. Mainly using warhorn outside of combat but sometimes I get stuck with it if I’m too slow with swapping. That’s why I have my inventory open all the time so I can swap quickly and reapply my foodbuffs without a hassle :> I had the sigil in my underwater weapons too so I could swap weapons out without losing the stacks but now that is not possible anymore, I have to figure out what to do with my weapon sigils. Not sure if I should replace a force sigil @GS with the stacking one or just roll with what I have.
Either way, I think I do decent damage? I suppose LB would be superior damage-wise but it doesn’t fit my playstyle. Besides, if you have an awesomesaw, would you really play with a silly bow instead of a thing that goes vrumvrum? I get all giddy and have this warm, fuzzy feeling when I see my mauls doing 5k on squishies, but then my thief friend points out that is his normal damage.. :< I think you can see more of the damage side on this one http://www.youtube.com/watch?v=TJVnZwHdtbo&list=UUmjknpoCV0Yk86XVWVcTsvw&feature=share&index=1
P.S. Slap on bloodlust on ur underwater weapon….so when u swap out the bloodlust weapon on ur land weapon it will still retain the stacks.
I am just going to add that i am experiencing this problem with bulls charge as well in wvw. I would find some helpless fella standing still and i would have him selected, i would bulls charge over him and miss. Either that or it would knock him down but i would still fly over him.
There were also occasions where i was dueling somebody and just as my eviscerate was going to land, the necro tele’s 3 step backwards and if i a remember correctly necros do not have tele so it was either bug or hax.
A necro can tele…if they haf the flesh wurm in their utilities. It ports them in the direction where they place it. Don’t know if the necro u fighting has a fleshwurm though
I find that bullscharge hits the enemy around 600 range or less…Anything over that and it seems like the bullscharge kind of overshoot’s the target a lot of the time.
You can either go power based soldier to solely tag (easier to get the set)
for every single piece of gear that you would ever even consider acquiring soldier stats… you will always be better off with knights
Not really…if it’s just for tagging and surviving in a zerg(+ease of getting soldier gear), soldier’s tag better than solely knight’s. You can check on this link of someone making the table of effective power and HP for each armor set for direct damage from here http://www.reddit.com/r/Guildwars2/comments/249pc7/effective_power_and_effective_health_of_all/
Of course this doesn’t take account of on crit sigils like sigil of fire you might be using. (I myself use full celestial but with 2 on swap sigil of energy + battle). Also knight’s aint half bad if used to mix and match with soldier i guess.
honestly the vit you give up doesnt matter on anything but thief, guard, ele
Well I am just looking at it in terms of tagging power, afterall soldier set has higher effective power than knight’s set….unless you have a use for the crits if you are using on-crit sigil’s or on crit trait’s like vulnerability on crit trait, then yes, you can argue that knight’s would be better in that situation. But if you are utilising neither, why say no to extra vit? :P
cuz the extra vit comes at the cost of being able to handle yourself when youre on your own
Elaborate on that matter more please. (I hope you don’t mean when he is roaming, because OP is talking about zerging situation)
i dont necessarily mean roaming, but like if youre running back to tag and there are people in the way, youre gonna be better off with like a knight/zerk mix than with straight soldier. cuz youll be able to kill instead of just run and die. so stuff like that. but yes, roaming is included too. but more like a scouting playstyle instead of just looking for baddies to murder.
i have a soldier set. it hits like a wet noodle. cant kill anyone whos not glass. my knight/zerk/cav set can kill almost anything except the most trollish bunkers. and i dont even rely on crit procs for damage.
Yes, the beauty of knight’s is when u mix it with ferocity like berserker trinks. I do agree with you in that aspect. But if it’s just in regards to pure knight’s versus pure soldier, soldier will outdps knight’s. Its just because of how much power gives more to damage than precision unless you mix ferocity in the equation. Should haf posted for the OP to go knight’s mixed with berserker trinks ( Although knight’s with cava trinks are pretty lacking due to loss in power, due to power adding so much damage)
P.S. Not relying on crit? pfft. Come on. Its obvious that if you take knight’s u want the crits since you have less power :P
(edited by NekoNeko.8730)
You can either go power based soldier to solely tag (easier to get the set)
for every single piece of gear that you would ever even consider acquiring soldier stats… you will always be better off with knights
Not really…if it’s just for tagging and surviving in a zerg(+ease of getting soldier gear), soldier’s tag better than solely knight’s. You can check on this link of someone making the table of effective power and HP for each armor set for direct damage from here http://www.reddit.com/r/Guildwars2/comments/249pc7/effective_power_and_effective_health_of_all/
Of course this doesn’t take account of on crit sigils like sigil of fire you might be using. (I myself use full celestial but with 2 on swap sigil of energy + battle). Also knight’s aint half bad if used to mix and match with soldier i guess.
honestly the vit you give up doesnt matter on anything but thief, guard, ele
Well I am just looking at it in terms of tagging power, afterall soldier set has higher effective power than knight’s set….unless you have a use for the crits if you are using on-crit sigil’s or on crit trait’s like vulnerability on crit trait, then yes, you can argue that knight’s would be better in that situation. But if you are utilising neither, why say no to extra vit? :P
cuz the extra vit comes at the cost of being able to handle yourself when youre on your own
Elaborate on that matter more please. (I hope you don’t mean when he is roaming, because OP is talking about zerging situation)
(edited by NekoNeko.8730)
You can either go power based soldier to solely tag (easier to get the set)
for every single piece of gear that you would ever even consider acquiring soldier stats… you will always be better off with knights
Not really…if it’s just for tagging and surviving in a zerg(+ease of getting soldier gear), soldier’s tag better than solely knight’s. You can check on this link of someone making the table of effective power and HP for each armor set for direct damage from here http://www.reddit.com/r/Guildwars2/comments/249pc7/effective_power_and_effective_health_of_all/
Of course this doesn’t take account of on crit sigils like sigil of fire you might be using. (I myself use full celestial but with 2 on swap sigil of energy + battle). Also knight’s aint half bad if used to mix and match with soldier i guess.
honestly the vit you give up doesnt matter on anything but thief, guard, ele
Well I am just looking at it in terms of tagging power, afterall soldier set has higher effective power than knight’s set….unless you have a use for the crits if you are using on-crit sigil’s or on crit trait’s like vulnerability on crit trait, then yes, you can argue that knight’s would be better in that situation. But if you are utilising neither, why say no to extra vit? :P
You can either go power based soldier to solely tag (easier to get the set)
for every single piece of gear that you would ever even consider acquiring soldier stats… you will always be better off with knights
Not really…if it’s just for tagging and surviving in a zerg(+ease of getting soldier gear), soldier’s tag better than solely knight’s. You can check on this link of someone making the table of effective power and HP for each armor set for direct damage from here http://www.reddit.com/r/Guildwars2/comments/249pc7/effective_power_and_effective_health_of_all/
Of course this doesn’t take account of on crit sigils like sigil of fire you might be using. (I myself use full celestial but with 2 on swap sigil of energy + battle). Also knight’s aint half bad if used to mix and match with soldier i guess.
If you like to go frontline with the warrior and guardian as an engi, it is feasible since engineer’s got 3 skills which is an aoe pulse cripple( a pain to cleanse due to their nature of reapplying every second) which is unblockable (Glue Shot, Glue Bomb, Box Of nails). It can be used to create tails in the enemy’s melee train.
You can either go power based soldier to solely tag (easier to get the set) or hybrid celestial might stacking engi bomber ( which allows u to heal with elixir infused bombs for 270 per bomb(zerg support) + self healing 170hp/s with backpack regenerator which pretty much gives u around 440hp/s sustain as an engi(not counting regen boon or your own heal skills) while still doing 1k+ non crit for tags or 2k with crits with bomb auto and your burn conditions will do around 600-800hp burn depending on the amount of might stack)
There is also 1.5k range grenades too if you just like to range ( although i find that it is less effective for zerging when theres lots of mesmers n guards around who throws out their reflection domes etc.)
Engineer being the least played profession is probably because the first 20 or so levels levelling as an engineer is pretty boring until u unlock the bomb kit at least because depending solely on the weapon set of engineer’s to dps mobs is pretty lackluster. Also it less flashy compared to other classes in terms of the skills that it has…until u realised that the engineer can do a little bit of everything ( stealth, water blast finisher, fire might stacking, lots of aoe etc etc. albeit not as strong as classes specialising in those mechanics). They are pretty much what is called jack of all trades classes and master of none but because of this it is a very versatile class. If you can overlook how less flashy the class is played compared to other classes, there is always a tool for you to overcome most situations.
If you use F2 without selecting a target, the pet will activate its abilities right where he is….but if you select an enemy then it will try to get in range before using its F2.
I think you might have gotten your maths wrong. Melandru + lemongrass is -65% condition duration. That means that all conditions including snares will be left with 35% of original duration. Dogged march is -33% for snare type conditions (meaning snares will haf 67% of original duration). If Im not wrong this effect is multiplicative since it seems like two different effects. Basically 67% x 35% = 23% condition duration for snare type conditions. This is just speculation though but I got the feeling this is how most duration type stuff works if they are slightly different.
Edit: I guess if one is not patient and is rich…you can try this with elementalist, they got in 1 of their traits a -33% condition duration to snare type condition, so if you are feeling rich, try with melandru n lemongrass n test it please ^^.
(edited by NekoNeko.8730)
Yep, and i bet you would need a lot of patience to teach other people too :P and for that i can respect people who are willing to do that. Especially considering ego’s and what not..
That’s pure genius Troma. Imparting experience and knowledge to new commanders to help them lead effectively is never a bad thing if that succeeds. Wish you luck. Don’t know why people would laugh at other people’s effort to impart knowledge and experience.
New Topic:
Leave us alone @ eternals!
you wont get those two last “non green” thingys on the map
Ya you miller’s gave us 1 hell of a fight especially with all those arrow carts at the keep. Must have been around 10+ arrow carts in your keep. After facing all that arrow cart..our commander decided to summon every1 to chip in for 10 golems and rush your keep. Good times x)
<—Crazy Laughing Asuran Warrior
