Showing Posts For StrayDilettante.8671:
Me and my friends found a workaround for this bug yesterday while doing it. Approach the spot or search for it only once you are out of combat. (At certain spots, it requires you to clear the enemies close by to avoid this.) And wait for the star to show up before interacting with it.
I hope this helps.
I gotta go back home and test again then. I tried it in PvE. While allowing myself to get whacked and then backing off before unloading. Is it like a instantaneous heal?
As I doubt the current encounters will get much of an overhaul, adding encounters that more heavily favor other professions (or their presence in a group) could potentially help out weigh the lopsided set-up we currently have. This is a bit of a saving grace for how the fractals are designed, they can have maps that favor some professions over others, allowing groups to pick and choose and really have equal odds no matter the set-up given the randomness of the maps.
Some classes are a bit hard to accommodate for, though, (how do you design a dungeon to favor rangers without just making it a dumb gimmick?) so the best approach would be to just tone down how unidimensional some of the current fights are or just give their projectiles some sort of “piercing” or give them AoEs to bypass getting wall camped.
You do have a nice point. Although, I am quite sure it won’t be well-recieved. Actually, I think the Volcanic is meant for hunters.. (They can stand on the platform and shoot) Unfortunately, it doesn’t work out because, they are needed to ress at the bottom.
it’s all about how the design the encounters. i.e
the ascalon boss fight. it could potentially have been very efficient fight to have a ranger on because of pets resses. but the npc dosen’t last for 1 second after the first phase. if the npc would have mattered more then yeah rangers would be awsome in this fight.
I’m not too sure what level of fractals, you are mentioning about. But, at level 15+ fractals, the npcs are kitten helpful in the final boss fight. My warrior friend excels there because of Warbanner. The npcs deals quite some damage to the boss. I thought ranger’s pet can only ress one person per skill though?
Actually, it gotten to the point where everyone asks for a Guardian for fotm. Go and take a look in gw2lfg, most people are asking for a Guardian for fractals. I’m playing a thief and the only few times, me and my warrior friend get a group by joining is rare. Most of the time, we end up waiting for people to join then the other way round.
I shudder to think how my hunter does fractals. With no missile deflecting or blocking spells at all.
I am not saying nerfing Guardians is the way to go but is it possible to make other classes as desirable for fotm as guardians?
It depends on your level, group, experience and what kind of fractal you got. Averagely, it takes around 1 hour or less to run finish 3 fractal rounds. Slightly more than 1 hour if you are doing the even level.
However, this is if everything goes your way with little hiccups. When I start out, it took me 2 hours before. And 3 hours if nothing goes our way.
Has anyone else have this problem? _Certain things become white from certain angles. _Which makes it annoying because it becomes flashing as I run.
Most notably, the ropes in the Cliffside fractals. For level 10> fractals, we have to run through the ramp at the right side of the cliff after whacking the archdiviner for the first time. It is populated with veteran mobs. For me, it will sometimes turn white and then back and white again as I run. When I stand still and move my screen, certain angle causes it to be white.
The icicles in Snowblind fractal, that are hanging from the houses as we kill the ice elemental that is causing the blizzard, also turns white.
Certain bases of the house in Gendarran field also turns white.
I never had this problem up till a few patches ago. Does anyone else have this problem?
I am sorry for the lack of pictures and more hardware information. I am currently accessing this from my laptop. I play gw2 on my desktop. I will post more information after I get home.
Assassin’s reward works? Did they just fixed it recently or? I tried it on pistols’ #3 skill but it doesn’t do anything.
Just my two cents.
It easier to level via precision and crit.
However, I also ran a condition thief while leveling. I suggest you get caltrops, the immobilize trap and shadow step/return for utility skills. If you do not have three slots when at that level. Caltrops>Shadow Step/Return>Immobilizing trap.
Caltrops is one of the best skills to apply constant bleed and damage.
Shadow Step/Return is for survival. If you are in a tight spot, Shadow Step away. You see an attack but can’t dodge in time or have enough endurance? Shadow Step away. You are knocked down and about to die? Shadow Step away.
Immobilizing help with those charging foes. It is also great because immobilize also work on champion/legendary mobs. It does not count as a cc, so the defiant stacks doesn’t matter. You can just place one in front of you, so if the mob comes close to whack you, you can move back and see him get stuck there. If it is a ranged or dig attack, it does not work though.
Your best condition dealer on d/d is death blossom, so you gotta time it right as you can avoid damage as you are using it. When you see the mob about to attack, death blossom and you will evade it.
I ran pistols and bow along with dual daggers while leveling and am still running them actually.
Dual pistols are great for single target range. The constant bleed on #1 skill is quite good. The #2 skill causes vulnerability which will help the overall dps.
#3 is mainly for damage. #4 is great for removing stacks and waiting for the exact time to interrupt as the mob channels. #5 actually works on certain mobs in melee range because of the shots you will shoot that causes blindness. However, if the mob whacks faster than you can blind it and the pulse of the blind, please get out.
A bow is great for the poison aoe. You get to poison the mobs and apply weakness using a combo as mention by a post. #2 gets to aoe damage, #3 gives you a free dodge if you time it right, #4 is your aoe poison, #5 allows you to position yourself better. Do remember that #5 is not instant though. Your arrow has to actually fly there. A funny thing is that the poison aoe can hit people in WvW when they are up at the walls. I used to have people dying from my poison because they do not realise that they are poisoned and mistaking my condition damage tick.
Overall, condition damage is fun and I do miss it. It just take slightly longer for your damage to show up. It saved me countless times when I go down and rally due to the number of bleed stacks on the mob. Fyi, I’m running crit build now.
Sorry for the long post
I usually go pve and in terms of condition removal, I usually go for a Shadow’s Embrace (10 points into that trait line) + Hide in Shadows, Shadow Step/Return (It saves you from tight situations and if you get knocked down) and a Signet of Agility ( For that extra precision, you also get to remove a condition for allies and it is only 30s cooldown). By bringing an offhand dagger ( I go for dual daggers) , the #5 skill will also allow a condition removal.
I run this for dungeons or fractals where the conditions are numerous.
All of the people who are complaining about stealth, please do go and play a thief. You will see that despite being stealth, you still can be hit by AOE attacks or any #1 melee slot skill attack in your direction actually. Chain stealth is good for running away but isn’t the elementalist mist skill the same? Even worse, you can cc people who are stealthed but elementalist are invulnerable to everything.
I main a thief. That one time that I did bring my hunter to WvW and met a stealth thief in a group clash. I used longbow aoe (#5 skill) the moment he stealthed and he backed off. The point is that, while you cannot see them, it does not mean that he is not there. If you have a fairly good idea the location, just throw your aoe, traps, stuns, ccs or even melee attack.
Incorrect range values
While attempting to hit Jormag (last phase), I tried out using the Shortbow’s Trick Shot which has a range of 900. It managed to hit Jormag (damage was shown). It did not bounce off any other targets to reach him: I was targeting directly at him.
However, when I swapped to my other weapon set which is the Pistol + Dagger while still standing at the same spot, it wasn’t able to hit the exact same target on Jormag (Vital Shot’s range is also 900). It indicated “Out of range”. I tried moving a little bit around the area (forwards, backwards, sideways) but it still indicates “Out of range”.
With that being said, is there an issue with the Pistol and/or Shortbow’s range?
In short, the issue here is, both the shortbow and pistol’s first abilities have a range of 900 but the pistol is not able to hit the same target of what the shortbow is able to hit.
I agree and want to add on to it.
Firstly, I do not know which one is meant to be the 900 range. However, if I’m not wrong, Shortbow seems to have the correct range. Comparing against my engineer friend, his un-traited pistol slot #1 skill can shoot something that I can’t using my pistols. However, my Shortbow can reach.
Another example is the Twilight Arbor’s final boss. (I might be wrong because it been awhile since I ran that path) But for path 3’s final boss, I’m practically useless. The final boss requires at least a range to stay away from or else you will get into trouble with one of his attack. Everyone can shoot at the boss except me. I can’t reach the boss using pistols and using a bow will get my group into trouble because the arrow will bounce and aggro the spider groups that are around the tree. So I am stuck there playing guard duty.
The second thing is that even though slot #1 skill on Shortbow shows that it is out of range (the red bar under the slot skills and it happens at the max 900 range before), I am still able to shoot but I can’t activate auto attack for it.
Lastly, Pistols are better now than release but there is still a tendency for it to be obstructed while shooting objects using the slot #3 skill. It is really frustrating in Ascalonian Catacombs Explorable mode, using it on the burrows.
Hi,
I’m not sure if anyone mentions this but Shadow Step/Return is bugged upon diving under water. If you Shadow Step to somewhere close to the water and then dive in, Shadow Return will immediately happen and you will be back at the place you started off your Shadow Step. This is very annoying and frustrating when I use it to escape certain combat areas like Cursed Shore and Malchor’s Leap. Just to get pulled back to the same mobs that I have escaped using Shadow Step. It is also annoying when I use it to travel across a map.
As for people who says Shadow Step does not break stuns, they do, but it is Shadow Return which breaks it. So if you are stunned or down, you got to Shadow Step and then re-activate it to get back up.
Thank You.