Showing Posts For Roll.6329:

Highest DPS build for dungeons?

in Ranger

Posted by: Roll.6329

Roll.6329

What the guy above me said.

Jumping Puzzle Feedback [Merged]

in Wintersday

Posted by: Roll.6329

Roll.6329

Wow, no exotic for this one? Such a waste of time.

Jumping Puzzle Feedback [Merged]

in Wintersday

Posted by: Roll.6329

Roll.6329

I don’t care about the flakes melting behind you, that’s fine. Waiting for a minute+ to start again is ridiculous. I thought halloween was bad, this one seems longer.

Community's Voice: Dungeons

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

Love the dungeon armor – never going to do the grind.

I have 2 sets of CoF gear + 4 weapons, 1 set of TA gear, 1 set of AC gear + 2 weapons, and tons of other tokens just sitting in my bank however not nearly enough for a full set of HotW, SE, CoE, Arah. I’d love to have these sets but in reality grinding for this gear just isn’t going to happen, crafting is relatively cheap and infinitely faster.

So why the grind Anet?

Why are dungeon-dropped Runes souldbound?

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

As the title asks, why are they souldbound? I have different alts I bring to instances depending on the group makeup and it doesn’t seem right that only that alt can use the rune if it drops.

Ranger Movement Speed

in Ranger

Posted by: Roll.6329

Roll.6329

Rangers need WAY more love than this.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Roll.6329

Roll.6329

Its not one thing on the thief – its a combination of many – a ‘too much of too much’ situation.

The burst damage is very high – perhaps this would be OK if thats all there was and the class had other limiting factors. However there are no limiting factors and the front loadeed burst is extreme – but it doesn’t tail off either. Plus ranged spammable abilities with high damage, pulls and gap closers – there is no weakness.

Constant invisibility – stealth isn’t a one shot attempt. Constant restealthing and resetting fights on a ludicrously short cooldown. Once out of stealth a thief should be committed and vulnerable – currently this is not so.

Heartseeker – massive damage, gap closer, spammable and when untargetted an escape ability. Needs a cooldown, damage reduction and require a target.

Too much damage plus invisibility plus range plus gap closer plus escape whenever the thief wants. its overpowered and multiple things have to give.

This sounds like someone who doesn’t play a thief.

I have an 80 warrior, ranger – and now thief as of a few days ago. I don’t have any complaints about thief besides the fact that some thieves seem to stealth way more than I can as well I’ve had a few thieves in WvW able to target and heartseeker spam me while I’m stealthed, unsure how this is possible (yes, I know you can still be attacked while in stealth, but it was obvious they had me targetted and were simply HS spamming). I don’t see why this thread exists under this profession and not for ranger, a class that obviously had no thought put into it and is completely worthless at this point in the game.

General Patch Discussion [merged]

in Ranger

Posted by: Roll.6329

Roll.6329

Well then. I’ll start off by saying, I originally rolled a warrior—and loved it. My girlfriend was playing an elementalist and hated it, when she rerolled guardian, I made a huge mistake rolling a ranger to level with her. I debated between thief and ranger, and in the end I picked ranger because I already had one leveled up to ~20. Now, I think ranger is a fun class but it definitely doesn’t compare to really any other class, dps, survivability, mobility, nothing. After the halloween event I’ve pretty much put GW2 back in it’s box so-to-speak, disappointed with Arenanet’s lack of updates and bug fixes, due to wasting my time getting a ranger to 80 and gearing it out. I read Jon Peter’s ranger update a while back and actually had hope, I thought just maybe I might start playing GW2 again when they fixed ranger (don’t get me wrong, warrior was fun but I like playing multiple classes to keep myself from getting bored). I can safely say now, goodbye GW2, you were fun for a little while.

Halloween Event Feedback

in Halloween Event

Posted by: Roll.6329

Roll.6329

I like how much time was spent on the event however as it’s the last day now, I feel that the entire event has become boring/anticlimactic. I enjoyed the minigames, clocktower, and instance but as a whole, it wasn’t very rewarding (especially for the people like me who can’t play more than 1-2 hours a day max).

CoF event bugged still?

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

Maybe people just don’t realize that the Razen event gives control of the instance to the Ash Legion, or maybe they don’t realize that if you fail or the bridge goes contested, sometimes it takes a while before the event starts back up.

CoF path 1 final boss buffed to unkillable?

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

You can’t kill this boss on 10/24/12 and you’re complaining? Good thing he got nerfed a few weeks back or this thread wouldn’t have been nearly as funny.

Warrior greatsword dps. (never use hundred blades)

in Warrior

Posted by: Roll.6329

Roll.6329

GS auto attacks over HB…lol? You make good funny.

AC broken

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

I run all 3 paths everyday and have had no issue other than the inconvenience of the Breeder not leaving his spawn immediately at the traps in Detha’s path.

Not sure what variable is involved in issues for other people.

What he said. +1

Runes for WvW. so many choices!...?

in Warrior

Posted by: Roll.6329

Roll.6329

Unable to edit my previous post but thought I would add,

the reasoning behind soldier runes on dps gear is because I couldn’t decide between monk and soldier on the AC set and though I had nice runes in the CoF set before helping boost my dps, it really didn’t matter if I was dead in 1-2 hits and I usually run all shouts + warbanner for dungeons. Also if I wore my dps set while in wvw, even if respec’d, I still felt too squishy. Granted the vitality and toughness aren’t crazy high with just soldier runes, I felt it was more valuable than the 165 power+ crit dmg + I really dig the 6th bonus (even if it’s more viable for dungeons than in wvw since I run with less shouts in wvw).

Runes for WvW. so many choices!...?

in Warrior

Posted by: Roll.6329

Roll.6329

I have two sets depending on the size of my group/zerg. If I have 2+ with me or I’m in the zerg I usually keep up the AC armor set with vit/tough/power + AC hammer with healing power/vit/cond dmg and the on-kill-heal-stack sigil (forgot the name) with Valk jewelry and spec’d something like 0/0/30/30/10 with healing shouts. For solo or duo I typically run rifle/GS in CoF power/prec/crit dmg gear with soldier runes and zerker/valk jewel mix at 20/20/0/0/30 and try to keep up 1-2 shouts+bullcharge or the ranged root. Signet of rage for elite. Can usually handle 1v1’s fine with the glass build, and though I don’t kill people fast with the healing hammer build, generally people can’t take me down without 3+.

Love Thy Ranger - Improve Thine Own Self

in Ranger

Posted by: Roll.6329

Roll.6329

If you’re ranged and you’re pet is on passive/follow how does it die if you’re not getting hit? I understand some of the mechanics, like Giganticus, however if you dodge immediately when you see the red circles, your pet should make it out fine, too.

Love Thy Ranger - Improve Thine Own Self

in Ranger

Posted by: Roll.6329

Roll.6329

I have a feeling some of the rangers complaining in these threads about pets and dungeons don’t respec for dungeons. There is a passive/follow function where you can still use pet buffs & f2 skills. Also there’s the quickening zephyr buff for pet swapping + pet swapping CD reduction. Maybe I’m the only one who’s thinking outside of the box here but QZ+pet swap spamming+sigil of rage seems like a pretty consistent quickness buff. Sure spirits suck compared to banners but I don’t really feel like the pet argument is valid.

CoF : P1 & P3 Finale

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

The boss in path 1 was much tougher, not very PuG friendly. What you fight now is the result of forum feedback.

Shout Support Advice, please

in Warrior

Posted by: Roll.6329

Roll.6329

The numbers are right, thanks. One other thing, Norns, with soldier runes, do you know if shouts cure conditions to anyone in radius, group members, self only?

After further testing with the numbers given above, shouts are 1666 with monk runes, 1448 without, and though it seems negligible, that’s 654 more heals getting pumped out from all 3 shouts.

Shout Support Advice, please

in Warrior

Posted by: Roll.6329

Roll.6329

Hey guys, I recently purchased the entire Ascalonian armor set with Power, Toughness, and Vitality in hopes to run this build (http://www.gw2builds.org/create/bwe_1/warrior#1.0.3.0-2.11.9.10.3-0.0.30.30.10-11.4.8.4.9.12.3) for WvW and Dungeons. I have both Zerker jewels and Valk jewels, but I’d probably wear the valk set for more vit.
Some of it is not 100%, I haven’t played around with it enough, haven’t tried warhorn/axe or mace, however I thought the monk runes that come with the armor would be nice with healing shouts and my base heal.

With just some quick testing it seems like the healing from monk runes (165 and 128 from my hammer) really don’t do much for heals. Base heal is 5,560 and with the bonus 293 it only bumps my self heal to 5,853. Literally.
Is this stat broken or is it supposed to be almost useless?

I am now currently wondering if it might be worth it to replace the monk runes with Soldier runes and just go max vit/toughness and forget about the healing power stat.
My current armor (using valk jewels) is 2751 @28,702 hp unbuffed.

thanks.

RIP Searing Effigy

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

Honestly, the encounter was a lot of fun before. You didn’t really need a specific class set to do it, as long as you had a person or two poisoning (hell, I would use Reaper of Grenth on my warrior even though we usually had a necro, a thief, or an engi) crystal spawns didn’t matter, the whole key to the fight was dpsing him harder than he could heal, and if you died, you’d throw rocks at crystals to get back up. I laugh at path 1 now, it’s faster/easier than Magg runs.

CoF Maggs bomb planting

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

The encounter in path 3 is longer, and a lot tougher, however it’s doable. My normal group that runs path 3 (having no problems on the mob wave part) cannot kill all the mobs in path 2 when Magg is planting the bomb. We can kill everything until about 70% before we actually have to start kiting, it’s fun, however it’s become very old very fast.

Endless loadscreen during "Protect Magg" part of CoF = no Tokens

in Bugs: Game, Forum, Website

Posted by: Roll.6329

Roll.6329

Like the title says, in the last two days I’ve been in groups who kill/kite to protect Magg while he plants the bomb, if I die and res when Magg finishes I get an endless loadscreen eventually having to force close my client. When I get back in the game, my group has finished and I have 0 tokens and the game thinks I have finished CoF path 2 for the day so even if I run it again after, I don’t get 60 and now my 20 have diminishing returns.

Token number - Not getting 60 for every first path

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

I also ran CoF path 1 last night for the first time -ever- and only got 30 tokens for completion. I can submit screenshots when I get home from class.

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

I never said instances should be easier, I only stated that you should be rewarded for your progress throughout the instance, as well as at the end because things do happen that you cannot always control, even in statics. Who really wants to waste their time and money when there’s literally no reward. Like Dark Sentry said, even 3/6/9 token per boss is fine, at least if you fail several times you’re still working towards gear to get better.

(edited by Roll.6329)

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

Casual players obviously have all the time in the world to spend hours in an instance only to not finish it. Good attitude you have there.

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

That’s great Oreoz, however casual players make up probably 80% of the games population and statics isn’t always an option. Guess what, casual players like instances just as much if not more than hardcore players. The issue isn’t about difficulty, it’s about punishing players for not completing an instance despite circumstances beyond their control.

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

What happens if all I want is the fiery CoF gear and you’re limiting the amount I can run -that- instance each day? Bad idea. Just put tokens back in chests and fix the DR problem and everyone is happy.

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

Gathnarius: regardless of whether you think people should finish, sometimes it’s beyond their or the groups circumstances so why punish everyone in the group over it. What if your internet drops randomly, there’s an emergency, etc. There should be rewards throughout with an even bigger reward for finishing. I have to agree with the masses and say that this is a big step back for Anet, fix the wall jumps, exploits, etc, but don’t drive away your player base.

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Roll.6329

Roll.6329

Overall score: bad

Discussion and response to actions taken:

1) Dungeon tokens are now rewarded at the end of an explorable chain.
So what about all the work that goes into reaching the end? What happens if someone has to leave, or your group falls apart? You get nothing? Did you even think of things like this? I have to believe no thought at all goes into these design decisions.
—-

2) Dungeons reward 20 tokens for completion and now reward an additional 40 tokens for the first time they are completed each day.
This should be in addition to what you receive in chests.
—-

3) Dungeon tokens should be account bound. This will allow players to have a single character farm tokens for their other characters.
Doesn’t affect me. Good for some people though, im sure. Now, once you have your gear, you can run with friends and not be wasting time.
—-

4) This week, we’re updating the system to not impact clearing different chains of the same dungeon. We’ll continue to evaluate this system in coming weeks.
Great that youre working out bugs..but they shouldn’t be there to begin with. TEST YOUR PATCHES, and not on US.
—-

You are simply not addressing the actual problem.

Dungeon design is poor on every account except, imo, the minigame portions (diffuse bombs).

Boss fights have no hint of strategy. If you DID build a strategy, you did so by simply picking one moveset shared between a group and built an entire 10-15 minute boss fight around it. This is a horrible way of doing it because it severely limits customization and forces players into a playstyle they don’t want.

Stick to telegraphed attacks, red circles on the ground, and terrain. Stick to condition removal, kiting, and LOS. That is what your combat system promotes. I don’t know what the heck youre doing now, but it doesn’t work.

Regarding rewards. As I said above, the fact that you aren’t giving us any until completion is flat out absurd, especially with the artificially inflated HP pools of most mobs and the amount of time it now requires to beat these dungeons.

You need to provide rewards throughout the dungeon

1) All dungeon mobs have % chance to drop a token
2) Bosses/Chest have a % chance to drop an actual dungeon item

There, suddenly everyone doesn’t mind killing what theyre supposed to.

This guy nailed it. +1