Showing Posts For Robique.8279:
Got over 500 hours played on my warrior, been using SoR since lvl30 and haven’t really noticed this minor detail at all.
Just fascinates me how much weight can some people put on such a small “issue”.
This on the other hand, I honestly hope you guys get banned. Kicking a guy just before a boss is down, while letting him run the whole way with you and even go that far and let him start killing a boss and then kick him just before the boss is down? I really, really hope you do…
Umm, the problem with that is that he didn’t start killing the boss, infact he wasn’t doing pretty much anything during the whole run… I’m pretty sure he was idling during the event just because he wanted to skip it as he said during the last boss. Not before the event or at the start of the run. No, he said it at the end.
Also he was being an kitten at the end, because the 4 of us were apparently not carrying him fast enough.
How does that kind of behavior deserve any reward from finishing the dungeon and how do we, according to your logic, deserve a ban for denying it to him.
I don’t get it. Rifle 1 with a bleed spec is the highest single target ranged dps in the game. Whats the problem?
With my build and gear I do 3.4k damage per shot. (Direct damage and bleed damage included)
Not in dungeon boss fights, you don’t. Not while you have a thief and necro in a group with you :P
If the 25 stack bleed cap gets removed I might switch back to my condition build, otherwise I’m happy with my 8-11k volleys, 9-12k killshots and 1.2k direct dmg basic attack.
Talking PvE here… not getting those numbers in sPvP ofc.
How about kicking a necro at the end of a 15 minute CoF run that was pretty much slacking the whole time (using staff at a boss fight… I’m no necro expert, but every other weapon option must have better singletarget dps than staff) and complaining during the last boss fight that we didn’t skip mobs and events and that the run should take 8-9 minutes instead of dpsing the boss. Obvious leech, right? And being an kitten-hole on top of that. So we kicked him before the boss was downed… he wasn’t doing any contribution to it anyway.
I’m pretty sure he reported us all XD Hopefully the chat logs are being looked at when resolving these reports.
One of the reasons I purchased a bank slot expansion were the dungeon tokens. I’m sure a lot more people did that also.
Now, the question is:
Why would they want to fix a working system in order to make it less profitable?
But I’m happy with my 10/20/0/20/20 build… no titles for me. WAAAAH!! QQ So unfair!!
Well, personally I feel there should be soemthing like this in the stickies.
Some kind of announcement: “Got banned? Look, what you’ve agreed to.”
Oh, I’m pretty sure there is some section in there that “counters” the purely legal sense completely. Can’t have any loose ends like that.
Since we are/were playing the game, we all agreed to the user agreement section 11 (i):
https://www.guildwars2.com/en/legal/guild-wars-2-user-agreement/
“You understand that You have no fundamental right whatsoever to use the Game, and that You understand that NCsoft may in its sole and absolute discretion terminate Your ability to access or use the Game for any reason or for no reason whatsoever as detailed above under Section 3;”
But ofc, nobody ever reads that and then whines about getting banned.
Traited rifle with CD reduction and piercing shots all the way.
Superior single target dmg, vulnerability, cripple and knockback (all on short cooldown), instead of one meager immobilize on 30s CD that longbow provides.
If you’re good enough to position yourself in combat to pierce 2 or more enemies, then rifle outshines longbow in AoE also.
I run a 10/20/0/20/20 GS/rifle + axe/warhorn support dps in full berserkers and I rarely go down.
The only time I equip my longbow is to take out the burning oils above a gate in one of the fractals.
whuut? Mesmer’s time warp thingy is sooooo kitten good at boss fights. Putting up clones also help manage the aggro of the mobs. True they don’t have good aoe, but they have alot of skills/tricks that really help dungeons (like swamp for one!
)
Mesmers don’t have good AoE? Look up a random “Shatter mesmer” build please.
My girlfriend and I would love to see skritt as a playable race
As far as classes go, I’d like to see some new classes. Got the map exploration on my warrior, kinda like my engineer, but I just can’t get myself to level my elementalist, thief, guardian, necromancer, mesmer or ranger any further. Just so booooriiiing.
I once did over 1 million damage with a killshot on a bunny.
Killshot should be nerfed! Think of the poor bunnies!
That’s the thing… The nerf didn’t actually have a drastic effect on the maximum output of grenades over time. Within 1-3%. The big thing now is just getting the most out of your Sigils to bring you back up to the top. That 5% damage sigil? It actually evens out 15% of the 30% nerf.
Oh, so just because there are 3 grenades per attack, a 5% damage sigil increases the overall dmg output by 15%.
Do you realize how dumb that sounds?
By that logic, the grenades were nerfed by 90%!
Killshot is not that great… you need to be a complete glasscannon and hitting an upscaled lvl10 in WvW to do any decent damage.
It’s F2P
No.
Yup. Believe me, if it was P2P it would have way less players than currently
To stay on topic:
… Tybalt.
Ever heard of B2P?
Do people actually use that term now? Is it that uncommon to buy a game to play it that there has to be a term for that?
“B2P” is a friggin common sense if it’s not a freeware or some korean P2W MMO.
But I’ll play along… so GW2 is B2P+F2P… other MMOs with a subscription fee are B2P+P2P.
Just read the “Night angel” trilogy from Brent Weeks and you’ll sure as hell start thinking bout thieves as magic users
I love Guild wars 2 because… FOR GREAT JUSTICE!!!
Bump, couse countless people are whining bout this issue and nobody cares for a possible solution.
As I understand it, the Orr zones (Straits of devastation, Malchor’s leap and Cursed shore) including all the group events and high density of mobs were designed for a certain population of players that would be there most of the time.
As it is now, everyone farms in Cursed shore and the other two zones are empty. Only players that are just passing through to Cursed shore or the ones that go for 100% completition “play” there.
My suggestion is to remove the DR from events, but implement a zone-wide DR on event rewards. How would it work you ask?
For the sake of example, lets say Cursed shore (CS) would be farmed heavily for a day, while the ML and SoD would be empty with almost no events completed.
The rewards in CS would gradually drop to 60% while the ML events would rise to 120% and also SoD to 120%.
Then, people would move to the previously deserted zones to farm more efficiently restoring the balance in the process. This way all 3 zones would be pretty much evenly populated eventually.
I doubt Anet designed the Orr zones with “Lets make one farm zone and two zones just to annoy the kitten out of people” in mind.
Isn’t this what they wanted to achieve with introducing the DR in the first place? Getting people to play in other zones?
I don’t get how can someone not enjoy playing a warrior with “Fast hands” trait that doesn’t work for the 1st swap everytime you enter combat and sometimes turns your “out of combat” swap into a 5s cooldown.
Or paying over 7 gold for a set of Superior rune of Lyssa only to find out that the effect that should grant you all boons everytime you use an elite skill only works 80% of the time and NEVER occurs underwater. (there’s no hidden internal cooldown… sometimes doesn’t work with the first use of the day)
But then, the game would become so boring and predictable if we actually got what the tooltips say.
Oh god… Pearl, really?!
He said: “Orr is 800% easier than any lvl 20 zone in GW1 which we used to solo.”
Can you comprehend the meaning of that sentence?
Here, let me explain part by part:
“Orr”
Orr consists of 3 high lvl maps, including all the group/dynamic events within those zones. Events to retake the temples fall into that category.
“is 800% easier than”
This means, it should be very easy compared to…
“any lvl20 zone in GW1”
These are highlvl zones in GW1 which he is comparing to the hihglvl zones in GW2 (Orr).
“which we used to solo.”
Let me point out the word “we” here, couse it seems that one is giving you trouble understanding. “We” means “me and other people”.
Therefore there shouldn’t be any problem for him to solo ANYTHING within the Orr zones, right?
Orr is 800% easier than any lvl 20 zone in GW1 which we used to solo.
Can you please do us all a favor and upload a video of you retaking a temple solo.
Shouldn’t be that hard since it’s 800% easier.
Would be very much appreciated, couse apparently all the Orr haters need to learn from a GW1 veteran such as yourself.
Yet another reason to implement “underflow” feature.
(If a zone has very little players you’ll get into a different servers zone that has more players).
As it is now, playing in these zones alone or with a group of 5 or less is a HUGE pain in the kitten and not fun at all.
I’m stuck at 98% world completition… Why? Contested temples – impossible to retake.
Exploring WvW maps was easier than this.
Not my ideas, just quoting a guy that makes online comics and comments on games, but I completely agree that it would be awesome:
“The fact that you unlock all of a new weapon type’s skills so quickly begs the question of “why even need to unlock them then?” I mean, certainly we as players are not so dumbkitten stupid as to be totally overwhelmed if we picked up a new weapon and had five skills at our fingertips.
Usually if I gripe about a feature in a game, I like to also muse about how I would have liked to see it done differently. In this case I think it might have been more engaging to make your choice of weapon not only a playstyle choice, but tie it into the overall progression/lifespan of the character more.
For instance, if you pick up a sword for the first time, there are, let’s say, eight abilities for the sword. You can only have five on your action bar at any time. So right there, there’s some choice to suit your preference/playstyle, and you feel like you still have some options for the future: different combinations. It’s not “these are the only 5 skills you will ever get for this sword.”
Next up, the more you use a particular sword ability, the more the ability itself levels up. It gets slightly, incrementally more powerful. Perhaps at certain thresholds, you have the options to customize the ability a little (ex: at ability rank 10 you can choose extra range, or extra bleed duration for an ability. Whatever you don’t choose is locked out. At rank 20, you’re presented with a different two options.)
I want choice in my MMOs. I want as much choice as the game can give me. In a world that I’ll be sharing with thousands of other people, I need as much opportunity to feel like I’m playing the unique hero the game is telling me I am.
GW2 did a better job with the other half of your skill bar, in giving you a bunch of class abilities to earn, which just makes the abilities related to your choice of weapon just that much more stifling."
What do you guys think?
Should Anet consider this in their future plans?
Umm, as far as I know, toughness doesn’t mitigate condition dmg.
So using this kind of theorycrafting for sPvP or WvW is completely pointless.
I’m sure the math behind this is great if you take only normal damage into consideration.
Other than that, your survivability depends on which fights you pick and how well you do in them.
The question is:
Why woudln’t you rather use a warhorn granting swiftness and vigor to your allies instead?
The axe autoattack does way more AoE damage than Whirling axes and most warrior builds have permanent fury anyways.
I agree, the offhand axe needs to be reworked completely imho, couse at this point it’s useless for any decent warrior.
Umm, I run Berserker armor + ruby jewelry (or berserker jewelry if you want).
10/20/0/20/20
Signet of rage and For great justice shout for perma fury.
At full adrenaline: 12% dmg bonus, 9% crit chance from a discipline trait, Healing surge for 8.4k (much better than signet).
Banner of discipline for extra precision and 10% more crit dmg.
I have 20 points in vitality for warhorn condition removal and improved banners.
Also the boon duration buff helps alot with perma fury.
It is a glass cannon build… sort off… but is working out great. Usually I finish an explorable dungeon with 0-2 damaged pieces.
There’s great condition removal from warhorn skills, Signet of stamina and Signet of rage (with 6 runes of Lyssa) that keeps me alive and my groupmates happy (80% uptime on swiftness and vigor).
If the boss hits too hard in melee, I switch GS for rifle and “X” trait in discipline tree for “VII”. I used to keep a condition dmg armor set and jewelry for this case specifically, but then I realised that rifle does some pretty good dmg with a crit/crit dmg build.
Screw the condition dmg.
Axe/warhorn as switch at all times.
TLDR: fully buffed I have 86% crit chance and 82% crit dmg along with good survivability… and that is only with rare jewelry so there is room for improvement.
Edit: Oh, and one more thing… I don’t run exp dungeons with pugs… I’m not suicidal enough to do that with a glassy build.
(edited by Robique.8279)
Somebody needs to introduce stun-breaks to the OP and also 1166 toughness is only like 250 more than the base value that most glass cannons have.
I have 2100 toughness on my warrior and instead of dodging the 100b builds, I counter them. They are very obvious to spot, once I get knocked down, I use Shake it off right away (stun-break + heal for the bulls charge),
followed by shield bash stun which interrupts their 100b somewhere in the middle (shouting FGJ and On my mark during the Shield bash animation, which heals up any dmg suffered from the 100b).
That leaves em with about 2 seconds of their frenzy vulnerability left (50% more dmg taken), 10 stacks of vulnerability and a 1s stun followed by a 1s daze (mace “3”) and 2s stun from mace burst skill. After that is over, dodge away or Shield stance, couse they’ll sure as hell gonna whirl right through you and try to run away in most cases :P
My point being: Most of the builds have a way to be countered, even if it’s by a specific class or build.
Except a duo of well coordinated BS thieves that get you on the ground instantly from stealth or in a matter of 2 seconds during the rendering bug, no matter what build you are using.
I’m not QQing about it, I’m not saying there’s no counter for that. I just haven’t found it yet. Anyone care to enlighten me on this issue?
(edited by Robique.8279)
I’ve tried a mace/shield tanky build in sPvP and it’s friggin awesome. Very fun to play.
You can go for a glassy build and get oneshotted by BS thiefs every 20 seconds or you can go tanky, counter them and watch em run.
Ofc, sword/warhorn takes care of catching up to the fleeing squishies.
For scepter/dagger fire attunement.
Dropping the Ring of fire as last skill is not really smart.
While you run in the melee range of the mobs start casting Dragon’s tooth… before it falls, surround the mobs with the Ring of fire (combo field), Dragon’s tooth lands (fire blast combo/area might), point blank instant Phoenix (fire blast/area might), Arcane wave (critical fire blast and yes, you guessed it, area might).
That usually kills everything within the ring of fire, if fighting something tougher, after this combo which takes 2 seconds to execute, you have nice 6 stacks of might prepared for the Fire grab.
The only way to improve this AoE burst combo is to activate Arcane power before you start (next 5 hits are critical)
The build looks nice, tho I’d suggest putting 10 points from Strenght to Discipline and get the 20% signet recharge rate. Even tho Superior runes of Lyssa don’t have vitality + toughness. Instead, ALL conditions removed + aegis, protection, stability, regeneration for 5 seconds every 48 seconds is awesome. Also a random boon everytime you use a heal.
Signet of stamina is way better in terms of condition removal than Shake it off. I mean, comeon… which is better, one condition removed or all.
Lol yeah, the only signets that are worth it are the Signet of rage (combined with full set of Superior runes of Lyssa) and Signet of stamina for condition removal.
Tbh, “full zerkerz” with Sigil of blood in weapon does way more for survivability than all the toughness you could get from gear. It’s just not worth it.
I run dungeons with my custom “zerkerz” GS-axe/warhorn build and if the boss hits too hard in melee and it’s not entirely avoidable, I just switch out 2 traits, condition dmg based gear and rifle-sword/warhorn.
Warhorn is pretty kitten amazing offhand in dungeons. Just invest 20 points in vitality tree for “Quick breathing” and your group is gonna love you.
Same thing with piercing shots trait for rifle… ANY rifle skill increases dmg for each target hit. Not sure why would you call it a bug. It’s one thing hitting golems that are perfectly lined up and another piercing multiple targets in PvP.
You don’t improve your damage with more crit if you already have more than enough. Power would be a much better investment or defensive stats.
Well, I’m using Berserker’s armor set which has the best power stat ingame, decent precision and crit dmg, so no improvements are needed there.
And I hardly doubt you do much more damage with 80% crit compared to 34%, it is way more efficient to improve other stats, because there are no scenarios besides “smashing on test dummies” where you don’t get hit yourself and defensive stats help you dish out damage for a longer time aka not dying.
As for survivability, toughness and healing power are worthless, +200 vitality from traits is enough.
The key is condition removal, healing and dodging.
Warhorn skills convert conditions to boons, Signet of stamina removes all conditions and thanks to Superior rune of Lyssa, Signet of Rage removes all conditions + gives protection, stability, aegis and regeneration for 5 seconds.
Healing surge heals for 8.4k every 30s.
Superior sigil of blood: 30% chance on critical to steal health (can occur once per 2 seconds)
I run an axe/warhorn + greatsword build and in combat my stacks of might rarely go under 20. There is some room for improvement but for now 20-25k dmg from Hundred blades every 6.5s is enough.
over 50% crit chance is whack, as I said I would focus on crit damage, and 34% crit chance buffed.
Not sure I understand your logic.
My whole gear has the best +%crit dmg you can get.
Got 20 points in the crit dmg trait tree.
So what other way there is to improve crit dmg further? Oh, I know… having more crits.
It’s not that hard doing the math… 80% crit chance and 72% crit dmg is better than
34% crit chance and 72% crit dmg.
Crit Damage is most important damage boost for this build, so Valkyrie or something similar is best I guess.
I am not sure what is the most efficient percent for crit chance, with full Precision on gear you get about 40-50% with fury up, which is quite a lot. My guess is that going down to about 33,34% crit chance would be best, to maximize Crit damage.
I’m using berserker armor and ruby jewelry (all only rares)… crit chance unbuffed is 51% and 80% buffed and with full adrenaline. Crit dmg 72%
No crit dmg from runes… only 165 precision.
Robique.8279How about Superior runes of Lyssa (all boons for 5 seconds on using elite skill) combined with “Empowered” (Tactics VI: Increase damage for every boon on you) and “Signet mastery” (Discipline VI: Signets recharge 20% faster).
This rune set really shines on a Signet of rage warrior (like 95% of warriors)
Serious burst every 48 seconds + all the boons there areThis would definitely work, but for me I normally pop Signet of Rage before I enter combat (because the duration on the boons is so long) that I am afraid I would lose the benefit of all of those boons. It should definitely work though. Thanks for the idea and give it a shot and let us know how it worked out!
I’ve been using it for some time in sPvP and it’s awesome. The thing is, that it also removes ALL conditions when you use your elite skill, so I usually use my signet of rage right after an average player spams all his CC and condition skills.
The idea for PvE (mostly exp dungeons) is to be a pseudo-tank for a couple of seconds right after the pull. Pop Signet of rage right before you pull everything and let the mobs use all their CC and special attacks on your aegis, stability, protection, regeneration. Helps alot if you get those out of the way and give your group enough time to set up their AoEs and CC.
How about Superior runes of Lyssa (all boons for 5 seconds on using elite skill) combined with “Empowered” (Tactics VI: Increase damage for every boon on you) and “Signet mastery” (Discipline VI: Signets recharge 20% faster).
This rune set really shines on a Signet of rage warrior (like 95% of warriors)
Serious burst every 48 seconds + all the boons there are
How about… if there’s an off-chance they would tweak/remove the waypoint ressing in dungeons, maybe they should nerf/remove the “one-shot unavoidable boss abilities” too.
Hmm, imagine a WoW-like LFG system BUT, thanks to the class system of GW2, without any 1 tank, 1 healer, 3 dps spots. There wouldn’t be any 20 minute queue as dps, 1 minute queue as healer or 3 second queue as tank.
A system that would let you specify which dungeon, story/explorable mode and which path of explorable mode.
I don’t have a problem with using chat, tho it’s very rare that my dungeon group has a free spot for a pug, I’m just saying that it would be nice tool to have
How about, if you don’t want the option to ress at the waypoint all the time, make your group not to do it. If you die, either wait for a ress, wipe or boss’ death.
Oh yeah, don’t complain about pugs, find a guild.
I would use some of the other elite skills available for warrior if they weren’t completely useless with 4 minute cooldown.
I use rifle and longbow…
Rifle single target, longbow zerg fests.
10 trait points in Tactics so you can get a 1200 range on all longbow skills.
Only spend adrenaline for longbow burst for huge AoE. Killshot sucks.
Cripple (rifle), immobilize (bow) to help finish off focused down enemies.
Good combo is to fire the burst skill arrow and while it’s in the air, immobilize some unfortunate enemy and let em burn atleast for 3 seconds
Well, if a warrior has 5 signets and never uses em, then that’s bad.
I use 5 signets on my warrior build and I use all of em depending on the situation.
Just relying on the passive bonuses is stupid.
I can keep my minor dmg reduction from Dolyak signet active for some time and get stunlocked by an agry mob of chars or I can use it to gain stability and being able to avoid the dmg.
I can suffer through the 12 stacks of bleeding and 1 minute poison on top of that or just remove them by using the signet of stamina and have little bit less of stamina regen for a short period.
I can keep the Signet of might as it is granting 90 power all the time or have 175 power+ 175 condition dmg for 11s every 20s (thanks to the traits).
Signet of healing is pretty much just a “oh kitten” button.
And on top of that there’s a very nice trait for warriors that reduces signet cooldown by 20%.
So imho, signets are just like any other utility skill only with an added extra effect and warriors that have signet builds shouldn’t be frowned upon just because they are using em, but consideration should be given to IF they are using em and more importantly when.
Hey there,
I’ve been using the same weapons setup on my warrior for quite some time now, rifle/longbow, just recently started switching longbow for dual swords for particular fights in dungeons.
My build is based around frequent weapon switching, crit chance (60% buffed) and heavy condition damage (1129 bleeding per rifle shot).
For traits I’m using 0/30/0/10/30
Arms major traits:
+40 precision per unused signet (using signet of healing, might, dolyak, stamina and rage most of the time… might and rage whenever off CD and signet of stamina for condition removal)
+50% bleed duration (great trait, but doesn’t seem to stack with other bleed duration buffs… still +50% is all you need)
and -20% cooldown on rifle skills
Tactics major trait:
Increased dmg for every boon on you (since you can have 70% uptime on Signet of rage (3 boons), this one is pretty good)
Discipline major traits:
-20% signet cooldown (with this Signet of rage has 48s cooldown and 33s duration)
100% chance to rally when you kill during Vengeance (not so sure bout this one)
Burst skills cost less (pretty awesome trait)
For gear I use power, condition damage, precision/vitality.
Superior rune of undead full set and Superior sigil of earth in weapons.
This build can maybe use some tweaks but it’s working like a charm in dungeons and in world PvE also.
One more thing… don’t spend your adrenaline on rifle burst skill… ever… it sucks badly.
Even in single target situations the longbow burst does more damage overtime + grants a nice fire combo field for your group.
Suggestions to improve this build are welcome :)