Showing Posts For Praxis.6289:
Bro, warriors are fine.
<insert youtube video of a warrior pwning newbs with thousand blades>level 1-15 area – Jotun
level 15-25 area – Jotun
level 25-40 area – Jotun
Level 40+ area -…. Jotun!!
Same model, same coloring, same animation… same mobs beside the level in all of the Norn progression area…
At least even past “pvp oriented” mmorpg would go something akin Jotun soldier -> Jotun Warrior -> Jotun berserker -> etc, with slightly different color scheme etc… In this one it seems like your fighting the same area with different geometry as you progress…
Ok furthermore… applying 2nd rune of air on mainhand keeps damage 110, then applying rune of force on mainhand afterwards gives back 115 damage…. Which is different from same set up above but different sequence of rune application.
Edit: after 5+ golem kills and tons of crits(should be sufficient sample sizes), not a single rune of air crit… seems like only one rune can be active, is this the official mechanic of runes for dual wield ?
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Testing stuff with steadies in hearts of mists… Applying 1 rune of force, heartseeker damage 110-> 115. Applying 2nd rune of force, no change, 115, I guess it doesn’t mean to be stacked, ok, although giving two runes of force for as a default starting set seems contradictory in this case.
Keeping rune of force on mainhand and applying rune of air on 2nd dagger, damage goes back to 110.
Sorry Im noob – delete pls XD
I agree with OP. I don’t really care if the thief can do a crap ton of damage, what upsets me is that he is invis the whole combo. Check out that video. I get 3 shot with 21k HP, and he is invis the whole time. There is no escapse, I even use my lightning reflexes and it didn’t do anything.
The thief in this video died as soon as he got the ranger down,what’s the problem or “broken” thing there?
Probably because he was focused by another thief + another guy
Anyway to relieve some tention:
Ofcourse, invisible insta-gibbing class with about infinite escape capabilities is justified, because on those rare occasions that you see a thief in a pick-up spvp, you’re not supposed to step outside the gate alone noob, bring a party – because it’s a team game and that’s just the role that was designed for a thief class.
“One well turns all those boons into conditions”
I know there’s a well that turns 1 boon into condition every 5 second tick… thats a pretty slow conversion rate vs 5 guardian boon potential.
Hi Yojack I like your build, I had an idea about playing bleed warrior in pvp until I heard they completely suck from variety of forums(I’m not 80 yet). Your build is kind of cool though I gave it a try in sPvP today. Very tough to go down, altho mesmers were impossible 1v1(me being fairly new and mesmers wearing fancy designed armor[ie experienced] also didnt help lol).
So I was thinking of making a solo(and some warhorn zerg-support when needed) roaming WvW build which would be based entirely on your build with few changes – Seems like a build like this can outdodge, outlast, outbleed and “outregen” (out-mitigate too lol) many of 1v1 encounters. So Im going to be dropping shouts completely in exchange for more gank friendly skills and therefore swapping last ten points in tactics for something else. Now this where the hard part begins – I can spend these in tactics for 20% signet recharge… Or I can drop last 5 points arms as well and get 30 Defence instead and maybe get BOTH autoactivated Balanced stance and Defy pain(or spiked armor instead ?)… Any suggestions would be welcome.
Since Ill be dropping shouts Ill get rune of dolyak for triple(!!!) regen.
This also will leave me 3 free slots to pick whatever skills I want based on expected amount of conditions being thrown at me on top of horn condition removing skills so I am primarily interested in your opinion on trait deviation.
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Here is how you beat it:
Ok thanks… feel like noob xD
Just hit 30 not too long ago and swiftness seems to be inconsistent when you’re running through aggro. Like a mob will just hit you(no slowing conditions) and you’ll be just running at normal speed during its uptime… as soon as mobs disengage you start running faster. Sometimes though you do maintain full speed. Wondering if anyone else is experiencing this ?
I don’t get this thread. Normally, I would be opposed to the presence of RMT in a game, but when the game developer itself is an RMT company, then I want competition among them.
Here’s an informative link, might give some insight:
Its what I mean… Right now IF ya wanna spend 10-20 bucks youre better off using botters /farmers than arena.net service.
Hello… noob here… I would like to know how to remain in permanent stealth aka DAOC stealth classes… so far All i Find are skills that extend/enhance your stealth levels but dont really grant you permanent stealth…. yet so many other classes complain about perma stealth, Im wondering how perma-stealth can be achieved ?
Already been spammed by certain bots who promote certain website who offer gold for much cheaper price than buying gems and converting them through Trading Post… I’m wonder if arenanet is planning not to just punish the bots/sellers but actual buyers(could be easily monitored by being mailed 100 gold or something)… I mean this thing directly undercuts arenanets profits through gem selling, would it make sense to penalize the buyers as well as the sellers ?
I don’t trust anything thats not updated in the tooltip, the +20% bonus bleed duration trait(Hemophilia) as well bonus bleed duration on sigils.
So I tested Hemophilia at first by itself and it worked properly, 0 increase in effectiveness on default scepter attack. (4 ticks, since 0.2*4 < 1, not enough to give additional second). Adding +5% more on warhorn gave it additional tick. This is on a level 20 necro with only hemophilia and weapons with +5%.
Then level later keeping my previous lowbie weapon for testing and comparing I’m somehow always getting 1 more tick. Hemophobia and just one 5% duration weapon gives me now 6 ticks on default scepter attack(that is equivalent of 50% duration increase coming from 25% total). Tested over 10 times carefully no crits no autoattack.
Also without Hemophobia and just 5% bleed duration, default scepter attack now gives 5 ticks as well. Strange. This additional tick appeared after I bought 5% bleed duration sigils and equipped it in my new weapons(old weapons with same 5% bleed increase bonuses in backpack)
Would be nice to know what exactly going behind these duration increasers that dont update tooltip.
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somebody’s pet was hit for 93k damage per hit… very nice
Yep. Highest dps in PVE in melee
I wonder If you played with properly bult thieves….
ofcourse, being best dps in PvE totally pays off in this kind of game…..
Sorry I would like to elaborate a bit…. lets take pinnacle of a PvP MMO ever being released on a market – DAOC. Certain classes absolutely sucked in PvE while being quite unique in PvP(infis, shadowblades… having quite a fullfilled role in certain kinds of PvP) while Certain other classes excelled in PvE(nurture Druids) and sucked in PvP as a result(aside from being a buffbot). Seeing how GW2 central end-game relies heavily on PvP is there really a need for strong PvE classes that don’t really perform much in end-game PvP(ie defence warrior in a 5v5… please find me any other class that wouldn’t replace this one in 5v5 sPvP to make one’s team better).
Im just curious, why There are certain builds and certain classes that mostly promote PvE while there are certain “PvP” classes that don’t contribute much to PvE in a MMO which End game is heavily focused on PvP ? Sorry for being too general but those who have played a sPvP vs well Structured pre-made guild teams should certainly understand the question… (sorry WvW zerging doesn’t count).
Ofcourse, how else would you define a warriors role. After all, arena’s focus should be breaking all previous MMO’s standards. While selecting a Warrior, Being A kite master is THE role I was looking to fullfill for when I selected warrior as my first Profession, since gw2’s goal is to redefine the standards of all current MMOs. I am so happy with the role of my warrior being the Kite Master !!!
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This is what I mean…. Seemingly there’s no way to distuingish between +0.1% and 0.1%x10 = 1% per point when upgrading. Is this a display bug ?
Err… I meant if it has been fixed for +1% whole per point. Because tooltip says so.
Hi guys noob here… kept reading how horribly designed brawn is (0.1% damage increase on a non-spammable skill). Yet now the tooltip says " Next point: +%1 critical damage increase, +1% burst skill increase"(im at 0 discipline so far). None of the build guide website reflect and seemingly nothing in google regarding patching brawn. Wondering if it’s an in-game display bug or it was it indeed patched earlier.
greg, without reading all 7 pages of replies I must say you’re one wise man, based on how you voiced your opinion. No whining no beaotching, just straight up facts about how you feel.
If developers could linearly interpolate between 0 reward and at least SOME reward for grinding I think It would be great, no matter how much I personally hate repetitive action myself. I mean even if theres %1 of improvement over a disproportionate amount of time, that itself would be great imo. I cant compare this to daoc which pretty much set standards for Elite quality MMO pvp, but if theres some, no matter how small advantages we could gain by putting in lots and lots of extra time It would be GREAT… this is coming from pvp veteran who hates PVE btw. IE make maxed out PVP ranks like 1/10 as effective as maxed out daoc rvrers vs noobs… that itself will be reward enough.
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Ok thanks for clarification… Certain things I gotta keep in mind guess. Was just never used to such mmo mechanic before.
Yes this seems like a good mechanic to promote fair play… I just think for a player who just honestly fully completes his starting quests/towns it shouldn’t be that penalizing(or just somebody who chooses to complete entire zone rewards before moving on, +1 level on a zone could easily be a bonus for taking extra time to discover every extra nook instead of staight up rush questing) .All I did was explore my starting town and now I’m penalized.
Hello I just playing day ago… I realise there’s level scaling in place so high level friends can still play with lowbies which is a great innovation. However I think the formula for level scaling is a little too unforgiving, I just started my first character and just after exploring new town im being downscaled from level 7 to level 5 in most of the entire zone… I did not power level or do anything like that to promote that. Perhaps the formula could use +- two or three levels around the “intended” level at least ?