Showing Posts For Sellonic.1798:
Apparently superior rune of nightmare gives 20% condition duration rather then the 10% listed in tool tip. Would switching to nightmare be a benefit, for the 20%, and getting 2 other runes/orbs? And I would like to know what stats are you using for underwater combat weapons? givers trident and spear?
Is the said fractal improvements coming on the 14th? or next month?
So as one of the many players who run FotM on a daily basis. I have gotten mutliple Fractal rings, which some are duplicate rings, and yet to get one with the stats I need to drop. Of course Anet has provided the pristine Fractal Relic solution, but I see feel that it’s not enough. It takes 20 fratcal dailies to get the rings you need, of course during the 20 Fratcal dailies you have a chance to get the rings you need. But why not push it a bit farther? Lets throw Fractal rings into the forge!!! Yes, I am crazy.
So this is how it might work. First you have your fractal ring, regardless what stats it has. Second you would use your regular Fractal relic to purchase a item that corresponds with the Fractal ring you want. Third throw more Fractal relics into the forge, cause heck you know your definity going to get the ring you want. And finally throw one Pristine Fractal relic into the forge. And BAM the fractal ring you need, and all for the Fractal relics you farmed for.
So this is how it would look like if you wanted Solaria, Circle of the Sun.
Royal Signet of Doric + Relic of the Sun + Fratcal Relics + Pristine Relic = Solaria, Circle of the Sun
Relic of the Sun would be the item that corresponds to the ring, Solaria, Circle of the Sun
Of course the forumla may change depending on how developers may balance it. But why I choose to use Fractal Relics so much, is cause it’s like dungon tokens, but due to how much relics we accumulate during the Fractal runs it becomes a inventory hog. I am aware that this suggestion rewards people who have more rings in their inventory but, at the moment ANet’s 20 Pristine Relic trade in, does not fix the fact that rings of NO use to the player problem, and acculmulated relics problem.
Thank you for reading my suggestion. Your comments are much appreciated.
rather then complaining about it. Anet please make “unique” rainbow coloured, so it’s easier to spot for people.
I’ve found the problem to this. It’s a simple fix, go to both genders and make sure both sliders are maxed. It should fix the problem of glow not showing up on neither gender. For some reason, the glow slider is at minium affects both genders regardless. Hope this helps everyone
Why are some dungeons more rewarding then others. Lets compare armor set vendors of CoF and Arah, both sell berserker set affixs. CoF is way more farmable than Arah. While Arah is a end game dungeon, it’s rewards and benefits are the same as CoF. It also takes longer to finish Arah. I would love to see Arah as a more rewarding dungeon compared to other dungeons.
A possible way to make Arah more rewarding, is to give it twice the amount of badges it gives already. Or simply make it drop fractal shards or increase it’s drop rate to fractals mob’s drops rates.
i hope this never gets fixed then XD
I’m glad that the support team is so informative, rather then letting us guess what their doing. I think other parts of the forum should get the same amount of attention, like this as well.
Thanks for your help, everyone! We have figured out what is causing this and are working on a fix.
Will the fix be released with a patch? or will it be a stealth fix?
I’ve been wondering why we don’t have F2 to throw away what we stole from the target? During some boss fights you pick up some good thing’s and some things that aren’t fit for the boss fight, such as the fear skull for CoE subject alpha, where the strat is to stack and dodge. It’s not a big thing or anything, but it always puzzled me why my thief steals and keeps the item. You can pick up items from the ground, and then have the option to drop them, but we don’t get that option as thieves. We neither have to use that item from steal, or use that item to get to use steal again. Just my thoughts on Steal.
The thing that bugs me the most is why Mantra’s traits are so separated. We have Harmonious Mantra all the way at the other end of Power, Empowering Mantra all the way in precision, Restorative Mantra 20 points in healing. First of all aren’t Mantra’s some what supportive? why is Harmonious all the way at the end of the power tree? I mean Mantra’s are great and all, but the traits to make them useful, are sorta pointless. I think most of Harmonious mantra should be at the end of the healing trait line, since most of the mantras are defensive.
How mantra’s recharge is a pain, 4 seconds to cast, plus a cool down… I think they need to remove the 4 second cast time, it seems weird that the mantra goes on cool down, and you gotta cast 4 seconds to recharge it, why don’t we just add the 4 second recharge time to the cool down, rather then having the mesmer cast it. The cast time makes it really unattractive.
yea we do crap dps (/sarcasm)…. try this build if you really feel like you really aren’t doing dps https://forum-en.gw2archive.eu/forum/professions/mesmer/Mesmer-Lancer-Build. Thing is everyone thinks we don’t do dps, which is true, since we have phantasmals to do our dps and stuff, and clones. Sure their not reliable for boss fights, thats why you shatter them for dps, or utility
- it requires a 4.5 second cast time
- some of them have a cool down
- untraited you can only use them twice
I know their unique to the profession but I hardly see anyone else use them. Other abilities do the same thing but better. The heal sucks, heals for 2k each cast, which is less then our given heal at level 1. The 3 condition cleanse is out done by null field. Only the stability mantra is unique to the class, but it only grants 2 seconds of stability. Pain is ok for burst but you can probably do without it, like everyone else does. I never tried the daze yet, so I have nothing to say about it.
I feel that how the mantra’s are at the moment are just to weak and awkward to use. The only reason to use them is if your using them for a build for pure damage like this thread right here https://forum-en.gw2archive.eu/forum/professions/mesmer/Mesmer-Lancer-Build. Other then that, I think everyone would like to see changes to how Mantra’s behave.
One possible way is to make them recharge on their own in combat, full recharge every 20 seconds, but they only recharge when you used them all up, therefore avoiding infinite mantra charges. While out of combat they recharge to full in 5 seconds, this eliminates cast time on each of them, while allowing the Mesmer to do w/e they please.
This is just my suggestion, I would like you hear what you guys think.