Showing Posts For Tobkilla.4612:
Look at WoW or SW:TOR, there you have real gear treadmills.
In about 10 months that I played SW:TOR there where about 3 or 4 new tiers that made the old gear almost obsolete.
The “gear treadmill” in GW2 is so slow (first backs and rings, then accessoires, now weapons) that even I (being a casual player) have managed to get everything I need.
+1 to the OP
I recently switched to a DPS build and put 30 pts. into radiance to get RHS. But the 15% more crit.chance is not shown in the stats tab so I would like to know, if that trait is broken or working as intended (without adding the 15% in the tab)?
Anything known about that?
Got a very satisfied baby so I actually get a decent amount of sleep.
The first three months are a piece of cake. That will change, believe me
We’ll get our 3rd one in a few weeks so I gotta go through that again myself, but kids are still the best thing that happened in my life!
If I don’t care about celestial items (without any QQ) is there anything interesting with the boxes that everybody is so mad about right now?
Because I for myself don’t understand the hype…
I couldn’t find a thread using the search function so I hope I’m not posting an old question again.
I’m sure it is known that the crit.chance in the hero’s interface is bugged (because changing sigills or traits doesn’t change its value) but my questions is, if it’s at least working as intended?
Because I don’t have to use a sigil of accuracy or Right-Hand Strength (Guardian trait) if the 5% or 15% don’t count towards the final real crit.chance.
Celestial items, wow…
Not only are there 10 other things you can do to get dailies done,
And most of them way faster to get your daily achievement…
You’re right, I’m totally off. Sorry!
Bloodlust.
I thought that only counts when you switch your weapons often to renew might…?
If you really spent 300 on rich coffers, you’re the type of person making things miserable for everyone else
I would say he’s the type of person that keeps ANET pushing the game forward and keeping it alive. If I feel like supporting ANET I buy 800 gems, which happened about 3 or 4 times since release of the game…
I’m running sword/torch and scepter/focus: If I use Sigill of Leeching on my off-hands, do I have to use one of the #4 or #5 skills after swapping weapons to get the healing or can I use any skill from my sword or scepter?
NCSoft has shown time and again that their focus is on pleasing their pocket books
They would be a bad company if they wouldn’t try to maximise profit, wouldn’t they?
But Altruistic Healing for Cleric aka Healway build?
I you go into Cleric (healing power) you get so much healing from from dodge rolls, why would you need more selfheals from buffs?
Would you say it is important at all?
If you can buy/sell legendary weapons in the TP why not make the gifts tradeable as well?
In my case I started by going for the Predator and already finished the Gift of the Predator but then stopped playing my engineer. Now I have 3 of 4 parts for a Legendary that I don’t want to build anymore. I could now go for the Precursor then craft & sell the Predator to buy the Legendary I want but that involves a few problems because I would need quite a few gold to put the Predator in the TP and hope that anyone buys it.
If I could sell the Gift of the Predator I wouldn’t need so much money for the TP and the chances would be better, that someone buys it…
Hi Blood,
1. Sigil of Blood and Sigill of Fire are from the same category so their effects should be same. This is the explanation of Wiki:
On-critical sigils
Sigils that trigger on critical hits will trigger on any critical hit dealt by the player, including those from utility skills and toolbelt skills. However, they do not trigger on criticals from mesmer illusions or engineer turrets.
Maybe you didn’t notice the heals, since they are quite tiny (about 450hp per steal), but the damage of the fire blast is between 2k-3k.
2. I don’t like Mace for a DPS weapon and in my opinion its best use is for a build with lots of healing.
3. I’m planning a focus as an off-hand for the scepter, I’m already working to get one
4. I was also thinking about a stronger focus on lifesteals (with sigil and buff-food) but I don’t know if I want to lose the toughness and vitality I actually get from it… But I will test it for sure.
I would like to get some help with a build that I came up with, while searching for something that gives me DPS and support – I feel like I found a build that gives me a lot of options to choose even while playing.
I was searching for something to use in PvE, especially in high-level fractals and this is also the reason why I left out shouts and their trait in honor. The higher fractal I went the more often I was using WoR and SoA, so I had almost always just one shout left in my utilities – and that one shout didn’t feel as enough support to be worth the points in honor (that counting for traits #III CD reduction and #XI condition removal).
So this is the build I’m talking about:
Those are the points I like about it:
- Good damage-output (59% crit.Chance, 76% crit.Damage)
- Flexibility with the options for more damage when changing Zeal VI (Spirit Weapon Mastery) to Zeal II (Fiery Wrath) and/or Virtues VI (Master of Consecrations) to Virtues I (Unscathed Contender)
- Good survivability (3k armor, 15k HP)
- Some condition removal (Signet of Resolve, Purity and Purging Flames)
So what do you think about that?
Thanks for your tipps so far and also for the video. It sounds better to split the groups (one for the bubble and one for the elementals).
Hope we can deal with him tonight
While me and my group somehow always managed to kill the shaman up to level 29 we just don’t get him done since we reached level 30 – and it’s really painful if you get this fractal as the 3rd map and have to quit after several wipes.
I have the feeling that our tactic isn’t optimal, so I would like to get some tips as how to approach this fight perfectly.
This is the setup we’re running most of the time:
Ranger
Ranger
Ele
Warrior
Guardian
The first stage doesn’t give us much problems – we’re spreading across the island, attacking from max. range and avoid agony/damage as good as possible.
Problems occur, when he gets into his bubble and the lava adds appear:
1. Guardian jumps to the boss and pulls as many adds as possible
2. Rangers root boss+adds
3. Damage (AoE) to get boss out of his bubble without healing
4. Get the group togehter for a Wall of Reflection against the adds
5. Kill the remaining adds
Most of the time we’re wiping between step 3 and 4 during the stage with the lava adds and we just don’t know, what to change.
Personally, I think it’s not a good idea to have the Guardian and the Rangers getting to the boss for pulling the adds and rooting the boss because that has someting of a suicide mission — after pulling the adds there is so much damage in short time, that almost always 1 or 2 ppl die instantly.
Is it better to stay spread across the island and having eacht player fight his own group of adds or are we trying it the right way?
I’m really looking forward to any kind of help
I picked up about 5 logs in the last 15 minutes, so they are still there…
While playing around with the build planer I came across a mace/shield build that seems to be pretty good:
- 3k armor
- 15k HP
- 76% crit. chance
- 83% crit. DMG
- 5.011 effective Power
So that’s the link to the Mace-Shield-Build
Now before I start going for the gear I would like to hear some experiences about playing with Mace/Shield (I’ve been using Hammer/GS/Staff so far). Is it good for PvE (high lvl fractals)?
Looking forward to any kind of feedback about that build.
I’m running a guardian with the common 0/0/30/30/10 AH „anchor“ build (focus on shouts). Though I love playing the guardian I feel that I don’t contribute (aka support) to the groups success at the best possible way.
I think I do a good job (in terms of „tanking“, damage and not-dying) but that my focus on shouts is most of the time only support for myself. The problem is that my regular group (and quite a lot random groups I run into) consists of 2-3 natural ranged classes (rangers and eles) and a melee-class, that turns out to fight at max. range as well.
Now there I am, a hammer-swinging AH guardian with lots of boons and symbols, both of which no one else takes advantage of… When I’m using a shout or staff #4 I rarely see any other player getting a buff on his icon list
So now my question is, should I change my playstyle to let my teammates get a taste of those buffs as well (which would mean I could drop my hammer and fight from distance as well) or are there better utilities or even traits to keep fighting in close-range but give my teammates real support?
“Surprise Shot skill: Increased damage by 50%.”
It tastes so good when it hits the lips!!!
But they managed to bug the tooltip again, showing a wrong cooldown…
(edited by Tobkilla.4612)
The effects are ridiculous o have a very low duration.
Kit Refinement is dead.
That.
The effect duration makes KR quite … useless …
C’mon, 2s magnetic-aura, 2s super speed, a very small radius for AoE pull and that stupid glue…
Elixir U is still unusable due to the randomness and is outclassed by supply drop in almost every way (except underwater I suppose).
Why randomness? Both effects you can get while tossing the elixir reflect (oder at least suck up) projectiles – so no matter which one you get, at least you don’t get hit, right?
Elixir U:
Removed Quickening Zephyr from the base elixir.
Removed Veil from the toss mechanic.
Now casts instantly and breaks stuns.
Got rid of the useless effect from tossing and is a stun-breaker now, I love it!
Kit-Refinement, Med Kit:
Equipping this kit applies Magnetic Aura.
A 5 second reflection, how cool is that!!
And … no more boom boom boom
Ilya and Lyssa used to have a nice glowing effect but I don’t know if they still have…
+1
I would pay gems, to not have to see any backpiece!
There are quite a few topics about that, maybe you can push the “engineer backpack” thread
Thanks for that detailed explanation, I’ll switch to BATTLE!
:)
Thanks for your answer! Can I summarize it that there is very little difference between those three sigils?
the larger your DPS is pre-sigil, the less appealing fire/air is
Why is that? Doesn’t the lightning strike benefit from power as well?
At the moment I am using the sigil of bloodlust, which is really a good sigil if you get to benefit of the 250 power…
But if I’m honest to myself, I think it is “useless” for me most of the time, because I get downed quite often (in WvWvW as well as the high level fractals). And in my opinion it’s a wasted slot, if you run around with only 4-8 stacks of power.
So I decided to try out another sigil and would like to get your opinion, which works at best (under the perspective of giving a constant bonus):
a) Sigil of Force: 5% damage
b) Sigil of Battle: 3 Stacks of might
c) Sigil of Air: Lightning strike
My problem is that I can’t calculate the numbers of each sigil – how much bonus is an extra 5% damage or 3 stacks of might? How much damage does the lightning strike do?
Anyone here who did the math so far?
The problem with this is that those backpacks are meant to signify what kit you are using to your enemies. It’d be like hiding your weapon in combat.
How often (before or during a fight) do we have someone standing BEHIND us to let him see which kit we are using?
IF Anet really wanted the kits-backpack to show opponents which kit we are using, it would make more sense to give each kit its own symbol next to buff/debuff-list!
I wanted to push that thread myself, maybe ANET will see someday that we dont like that ugly backpiece…
I absolutely agree!
If we want to show our backpiece that kit-backpiece is really annoying (because you don’t see anything of the backpiece we want to show) and if we don’t want to show our backpiece (maybe because we like our armor over the backpiece) that backpiece is a smack in the face sayin “You don’t want to see a backpiece? Here you got one!”
So please, remove that kit-backpiece!!
Actually I’d rather they replace the look of the backpiece the Engineers are using when using kits.
I would prefer that they remove the backpiece at all when we are using a kit. For one, because I use my guild armor backpack and rarely see anythin of it when using a kit and then because it looks just plain stupid.
This is by far the single biggest improvement in gaming that I’ve seen in a long time. The scaling actually makes adventuring in all the lower level PvE areas interesting and fun.
Nothing else to say!
Is there “normal” reset for the JP in the EB? When is it?
Why is the reset of the jumping-puzzles in WvWvW on a 24-hour-counter?
It’s kind of annoying to remember the time that you did the jumping puzzle last time, just to find out you are an hour too early…
What speaks against the change of a daily reset in the WvWvW jumping-puzzles, just like the daily achievments…
Hi Maskaganda,
thanks for those great videos. You almost got me to switch back from the rifle to my pistoles
I got a question about tossing Elixir U: How do you know which field was created and how do you use the different fields?
Even if it’s an old thread, I’m also interested in optaining that hat…
You’re a funny guy to craft the Predator before you know, how you want to play with the rifle
The question that I am asking myself the last few days is, IF I want my legendary atm because I feel playing p/p or p/s is a bit superior…
Is there a chance that we get additional legendaries sooner or later?
Because looking at the legendaries for my engineer I could live with the rifle, but since I prefer playing with pistols it’s really clear to NOT go for a legendary.
In my opinion the legendary should be a cool looking item, but the pistol is a joke under that terms.
Since there is not much Pwr/Tough/Vit jewelry I would go for Pwr/Tough/Vit armor and the rubin jewelry.
I don’t mind the idea about ascended gear just to be able (with the use of infusion slots) to play certain or future high-end dungeons.
But I don’t see the need to give ascended gear higher stats than exotic – because if it’s coming like this you need that gear to stay up-to-date in WvWvW…