Showing Posts For Uchi.2419:
Just a heads up, the Veteran Alpha Coyote doesn’t summon a Coyote when low on health, it summons a Wolf.
Just found it strange.
Axe Life Force generation is also subpar in comparison to Dagger, just for the record.
If you’re looking for super quick life force generation, you can only really go with dagger/focus and staff, provided you dip 20 points into soul reaping for that trait that gives 3% life force for every triggered mark.
dagger/warhorn also works well if you’re in a position to aoe multiple enemies.
About the only advantage you’d get for using an axe is range and that pitifully short retaliation on skill 3. You are far, far better off getting that trait that increases damage done by 20% to enemies below 50% health rather than traiting for extra axe damage.
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Actually I’d reckon Death Shroud’s Life Blast would benefit a whole lot from power and precision. 3-4k consecutive life blast crits are no laughing matter.
Temple of Lyssa is kind of a pain too because even after the event is completed, there’s a load of mobs swarming/spawning on the karma vendor, making it virtually impossible to get your gear.
I think it could be a bug, but I’m not sure.
I think that’s a terrible idea. The game isn’t built around open world PvP.
I agree with you, I quite love the feel of the world, especially with the jumping puzzles and how overall “complete” the game feels. Waypoints do sort of take away that experience, and I guess a method of counterbalancing that is the increased cost at high levels, but overall it’s difficult to balance immersion versus tediousness when traveling.
Not all classes have super long swiftness buffs. Traveling is quite a pain when everything within a 10 mile radius wants you dead, and can two shot you, and can pull you, maim you, slow you, immobilize you, etc.
I guess at the end of the day just play the game you want to and let others play it the way they want.
Not for me.
And I craft so I don’t sell my mats. I guess you can rephrase it as “Making gold is significantly easy if you don’t take part in most aspects of the game”
which can me turned into
“The game sucks when you only play one narrow way of it”, which is what the OP was doing.
Since quoting is broken….
“For people who don’t know it takes about 2 days to farm enough gold to buy a full set of exotics in any stat configuration. It takes about the same time running dungeons to get 1 piece of exotic gear from a dungeon in the same stat configuration. "
Ugh. No?
Unless you just straight up buy gold through the TP, farming takes significantly longer to acquire one piece, much less a “full set”.
A dungeon run comparatively has a pretty good shot of giving you some kind of exotic, if not that, badges for armor skins that are arguably worth more than exotics.
Question:
Is it intended that you do not receive Life Force when killing things in Death Shroud?
Otherwise it seems like something that should be implemented.
An exotic Heavy chestpiece as 363 Armor.
An exotic Medium chestpiece has 338 Armor.
An exotic Light chestpiece has 314 Armor.
Unless there is a crazy mad armor coefficient around, I’m pretty sure the difference between Medium and Heavy is negligible.
In terms of stats, Rangers are quite average in all regards. Medium sized health pool, decent sized toughness.
So what’s the problem?
It’s a combination of Warrior Rifle being too good, Rangers having weaksauce weapon skills/being balanced around pets, and you learning to play.
.MOA takes life force instantly from 100-0.
Ugh. What? MOA doesn’t take your life force away.
I wouldn’t mess with healing and utility slots.
Instead, Introduce 4 more death shroud skills. Giving you a total of 8 skills, but still maintain the same 4 death shroud slots. So now you can mix and match and customize death shroud to your play style.
Life blast would still remain on slot one autoattack, but the other 3 slots would be interchangeable with whatever you wanted.
The new skills would be similar to existing DS skills.
-A short range teleport similar with mobility for the 2 skill.
-A 4 second immobilize similar with the CC effect from the 3 skill.
-A relatively strong (preferably single pulse) AoE attack for the 4 skill.
As for the last skill? I kind of like the Downed 3 Poison AoE (Fetid Ground).
To be honest, even the Aquatic Death Shroud skills would be pretty sweet to intermix with.
Did you know… moa also dispels your lich form? and trashshroud err i mean DEATH shroud wait… that didn’t really make it sound any better. anyway… oh yes plague too. It even removes boons from you lol well not all of them as far as i remember but enough to make it funny.
Nope. Moa doesn’t dispel your Death Shroud. Nor does it remove any boons.
I know you are butthurt, but please stop spreading lies.
I could swear it kicked me out of plague form
Plague Form =/= Death Shroud
It is a transformation, so yes i is just as plague, only as the “class mechanic” not elite.
Welp, you’ve proven to me that you have no idea how either skill functions or what inherent purposes or mechanics they each employ.
Did you know… moa also dispels your lich form? and trashshroud err i mean DEATH shroud wait… that didn’t really make it sound any better. anyway… oh yes plague too. It even removes boons from you lol well not all of them as far as i remember but enough to make it funny.
Nope. Moa doesn’t dispel your Death Shroud. Nor does it remove any boons.
I know you are butthurt, but please stop spreading lies.
I could swear it kicked me out of plague form
Plague Form =/= Death Shroud
Did you know… moa also dispels your lich form? and trashshroud err i mean DEATH shroud wait… that didn’t really make it sound any better. anyway… oh yes plague too. It even removes boons from you lol well not all of them as far as i remember but enough to make it funny.
Nope. Moe doesn’t dispel your Death Shroud. Nor does it remove any boons.
I know you are butthurt, but please stop spreading lies.
It used to do more damage, but it was nerfed, if I recall correctly.
Because it is a single crit from a single skill that takes a long time to set up.
Do the same thing with a Power/DS build, and you will have life blasts that crit for 4.1k on each hit when above 50% Life Force.
Well, that explains it. I’ve had problems with it in PvP, which made me notice this. It would always trigger when I was roughly at 20-25% HP.
I guess when folks are quite bursty it sort of loses a bit of usefulness.
That being said, it still doesn’t trigger for me on the fire pit.
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Negative report
@Uchi: Report negative. Maybe you are right, and the video is a great idea but maybe it was caused by lag, or critical damage… We would need a more accurate test, like MAX HP 20.000 / 2 = 10.000 then receive damage until 10.000 and wait 3 seconds without receive damage (lag test), then check if it works or not. We also should have to test if fall damage activates it.
It doesn’t trigger on the fire pit in heart of the mists.
It doesn’t trigger from falling damage.
I did it multiple times.
My health is 18692. to get 50% of that you just…divide by 2. It should trigger when I go below 9346 HP. But it doesn’t.
Here’s another video. I’m being hit by a risen farmer, that has 2-3 second delay between each attack.
http://youtu.be/meDUgAAPqB0
I don’t think I can make it more obvious than this. Only thing I can do is wait for someone else to confirm this.
I play on EU servers, my ping is roughly around 110-140. I don’t think it’s lag. I mean it clearly activates after I get taken down from 8412 to 7491 at 44 seconds in the video.
I heard if you corrupt boon someone with stability, that happens.
That’s….hilarious. Does this mean I can perma fear Liches?
Necros don’t need more ways to get life force. People just got dependent on BiP because it was handing life force to them on a platter. Now it’s a utility skill that should only be picked if it complements a player’s build strategy, and people who see power/conditions as mutually exclusive are struggling with it.
Run Tpvp and than come back and say this. We don’t have other ways of getting LF before combat starts. And that is a problem. Necro’s in tPVP start at a disadvantage and start the game missing a very large portion of their defenses. Smart teams know this and target the Necro first. This makes the Necro an easy kill at the start of a match. If the Necro tries to say and fight the Necro will get downed very fast. If the Necro Run than they other team wins by removing a player from the fight.
Basically this. The 20% Life Force wasn’t much, but at least offered a venue to prolong your death until some teammates showed off to peel. Now you are really left in the open.
Honestly, I think most of the SR tree needs to be reworked, because for a DS centric build, you have to make some pretty tough decisions on traits that overall don’t really give much of a benefit compared to how slowly Life Force generates. For whatever you’re doing, the 25% slower degeneration trait is a must. If you’re doing power you need to prolong the LF pool before it hits 50% as much as possible. This isn’t very feasible because you end up chewing a lot of damage, and by the time you are in a position to actually utilize DS for damage, you are now close to, or below the 50% threshold. If you use DS defensively, you need it because the slower it degenerates, the more damage you can take instead.
If there was a 30 point trait that removed that damage limiter, or removed the degeneration of life force while in DS, that would be awesome. Aside from the 30 point trait that reduces the cooldown to DS by half, there’s no real point of going that deeply into SR, and even then, the cooldown reduction is iffy because again, you don’t really generate much life force to really swap in and out of DS that often in pvp.
In PvE, this isn’t really an issue, because life force generation is generous, especially more so with that signet that gives 1% life force for every 3 seconds in combat.
Actually, if that thing generated life force while out of combat too, it would be pretty beneficial for all builds all around.
But then again, this is just me trying to get my build to work. So QQ
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actually i think u just explained how to get a 2 second fear +30% from spite +20% from the runes then 50% from the trait i think thats +100% duration turning the 1 sec fear into a 2 sec fear
edit: not that is by any means worth it
I know it looks that way, but I tested it in heart of the mists before actually posting.
They don’t stack the way you expect them to.
All being said and done, the fear lasted approx 1.25-50 seconds, exactly like the tooltip indicates. So I don’t know whether the durations are all based off of the initial value, or what.
To the dude above me, I only saw the fear tick once with all duration traits and runes stacked. It doesn’t even show in the combat log.
EDIT: I say 1.25-50 because the skill tooltip doesn’t actually update beyond 1 1/4 seconds. So it could last 1.50 but I don’t have any way of verifying for sure. What I do know though, is that it does not last as long as the weapon sigil that gives a 2 second chill on critical hits, which is why I say that’s it’s shorter than 2 seconds.
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After giving it a shot in 3 hours of spvp tonight and some light tourney,
The BiP/Spectral Grasp change is kind of bad if your power build is focused on DS. Spectral Grasp is almost impossible to land, yet alone benefit from the 10% life force. The only time I was able to use it successfully was when my opponent was already on my kitten and at that point I had much bigger things to worry about.
The damage is nice, considering that you can use it against nothing, not get the bleed debuff, and still gain the might charges, but the tradeoff for the life force is not worth it.
Now essentially I have to spend the first 2-3 minutes of the match hoping for someone to be downed so I can horn/dagger them to build life force, otherwise I don’t stand much of a chance to actively build it if I am being attacked. I have to stand behind and staff/drop marks and hope nobody hops on me. The 20% from BiP wasn’t much, but it offered a reliable way to at least gain enough Life Force to defend myself at the beginning of the match, where I am most vulnerable.
So in the end, to me, this has been a slight nerf to my power DS build.
I really love this change, we have more options for power-based builds in every patch they make.
I tried a power build based on BiP and Reaper’s Might and it was fun hitting guardians and warriors with Lich Form’s auto-attack around 3k
If that makes you happy, perhaps knowing that with Close to Death, you can churn out 4.1k lifeblast crits would make you ecstatic.
I’ll preface this by saying that I am by no means a good player. In fact, I consider myself pretty terrible. This is also basically my opinion.
With that being said, after trying, Engineers, Thieves, and Mesmers, I’ve come to the conclusion that comparatively, the Necromancer just isn’t very fun.
Everyone has a pretty cool bag of tricks to play with. I don’t.
I can go on the Engineer and immediately swap through different toolsets. I’m flexible as all hell. With the rifle I have incredible control. Got rooted? NP I can blast myself out of it! Lots of folks? Time for grenade spam, or go in jihad style with the bomb set. There’s also the flame thrower.
Thieves? If I don’t kill someone with lolseeker spam I can spend a terribly long time screwing about and being an irritable pain. If something doesn’t go my way? Stealth! Steal! Let’s whirl around baddies and watch them kill themselves!
Mesmers? Hah.
There’s also plenty of comparisons to draw from the other classes. I think I’ll try rangers next because their pets look quite fun, and perhaps warriors later on for the lolblades. They each seem to be quite unique.
But in contrast we get a few recycled skill animations, one shoehorned condition build, and Death Shroud.
Yay Death Shroud. It’s ridiculously painful to build around Death Shroud. I feel like I can see the nerfs to it every step of the way from beta to live. How it only does good damage above 50%, how life force depletes after every single match, how shamefully short the fear is, how it’s incapable of removing stuns, yet is the only active skill (aside from Spectral Armor) to actually soak damage, how you can’t activate it below a certain Life Force threshold. Other classes have very short utilitarian stun breakers. Our shortest stun breaker is the flesh wurm, which is…yeah. While being in Death Shroud I don’t see myself being very powerful. Aside from the fact that I’ve lost access to all other utilities, all I see on my screen are 4 big buttons. Technically 3 since once autoattacks. I have a snare/teleport which may or may not work depending on the terrain, I’ve got a fear that really works more like an interrupt, and Life transfer.
I don’t think they’re bad skills outright, but I don’t see them being a good addition to the Necromancer class at all, and I don’t really see them adding any “fun” factor when other folks get bombs, pets, stealth, and clones.
I mean, what’s the appeal of the class? It’s “cool” and “edgy” and “dark”, but our minions are incapable of anything, most of our weapon skills (aside from staff) suck, and our unique class defining ability leaves us with 4 buttons and takes away everything else. When I really think about it, I don’t have nearly as much control of my character as everyone else. What’s the fun in that?
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In PvP, there’s a runeset (of the Necromancer) that increases fear duration by 20%
There’s a trait in Soul Reaping that increases fear duration by 50%
There’s also the passive duration boosts from spite.
All being said and done though, it’s impossible to get a fear that lasts for 2 seconds.
I don’t know why his skills didn’t get altered, but the NPC Necromancer that players can fight against to train hits substantially HARDER than actual necromancers.
Compare how much his life siphon hits to MY life siphon. And I run a full power build with daggers.
As someone who runs deep SR for power DS builds (which mind you, aren’t really viable) The changes to BiP and Spectral Grasp don’t make me happy.
Even with staff and marks, you do not generate enough life force in spvp to use death shroud effectively for a good bit of the match. BiP served as a good “oh snap” emergency 20% life force to eat big hits, or to keep myself above the crucial 50% Life Force mark (since below 50% you do substantially less damage with Life Blast).
I do use spectral grasp quite often to pull unsuspecting ranged characters, but the 10% life force generation isn’t enough. Unless they somehow tweak life force generation the deeper you go into SR, I’m still stuck using dagger auto attack on downed players to generate what little bit of life force I can, since downed players still don’t trigger marks.
The 10 stacks of might are REALLY nice, but the tradeoff isn’t worth it for me, since I used BiP more defensively.
Seems to me that superior rune of Lyssa doesn’t actually trigger the boons of all type buffs if your elite is a shapeshift. This kind of sucks, because it makes it not work on 2/3 of Necro elite skills. You get the buffs only after you leave the shapeshift form
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Back on topic: this is something I’ve been thinking about a lot myself. I run a somewhat unorthodox 30/15/0/0/25 Build (30 in spite, 15 in Curses, 25 in Soul Reaping) that is the latest experimentation in a “Death Shroud/Debuffing” build.
Are…are you my twin? I have the EXACT same trait allocation, except that I focus on Marks.
Since I can’t find a decent build calculator,
For spite 30 points:
Reaper’s Might
Spiteful Marks
Close to Death
Curses 15 points:
Reaper’s Precision
Soul Reaping 25 points:
Vital Persistence
Soul Marks
I generate a buttload of life force so I’m in DS roughly 50-70% of the time.
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You will not be missed.
A lot of these “bugs” are players simply being bad players and incapable of figuring things out. If it doesn’t work the simple narrowminded way that I’ve tried it it HAS to be a bug.
Que 3 people complaining that the champion imp boss is bugged, because they’re incapable of killing the totem.
This is not only harmful to the players, because they spread false rumors around, but also harmful to developers who end up spending time looking for things to fix that don’t require fixing.
It makes no sense that Necromancer NPC monsters have much longer fear durations than we do.
It makes no sense that thieves can steal our fear and have it last THREE TIMES AS LONG.
The current implementation makes the staff 5 skill almost worthless seeing as it has a considerably long cooldown.
The solution isn’t making everyone the same.
In doing that you lose diversity. Guardians are able to active tank much better because their heals are more effective since they have high amounts of armor.
Necros have very low base toughness but have a large HP pool. Unless you get them a good amount of toughness / defense you wont be able to sustain yourself as well off of heals.
Condition damage is better vs people with high toughness, other damage is better against people with high vitality.
Don’t make everyone the same, it removes depth from the game.
Indeedly.
Methinks we have different health pools because they want us to focus on different stats. That way, not only do you spread around diversity, but also control the economy in terms of what gear is desirable. Dismissing current class mechanics and imbalances, if everyone had the same base vitality, the stat itself would be very valuable, and therefore anything with it would be overpriced, comparatively, anything without it would not be worth much. Different stats have different importance for different classes. This is good.
Now removing the vacuum and coming back to reality, some classes are just plain underpowered and need some love. Eles are one of them.
Hey guys…
You know that the companies that help “raise awareness” actually spend more money on advertising and administration costs than actually researching cures and treatment…right…right?
I liked the old version because I could use the 3 vulnerability stacks as an extra om nom for consume conditions.
But this implementation is far superior, however.
Let me say this first… I am not usually the one complaining about the necro being underpowered, but the amount of bugs for the necro… That said:
Uhh…. have you compared yourself to other classes?
Ok… go Conditionmancer and you can do some decent condition damage. But the engineer is better with condition damage. Try a power build? Yay! you can kill things in 10 seconds… nearly all the other classes can kill them in 5. Fear based build? Nope… all the other fears/stuns in the game are WAY better.
My point is: The necro is playable and fun. And as people said, it lacks viable build diversity. The problem with the necro is that we have a good unique skill: Death Shroud. But, ANet thinks DS is too powerful in the right hands, AND HAVE SAID THEMSELVES, that is why the necro is not as strong.
So yes, the necro, compared to all the other classes, are very lacking. However, I will ask for bug fixes ASAP, so we can see where the necro actually lacks in.
I think the tradeoff of Conditionmaster compared to Engineer or any other condition based build class is the fact that we have much more control in terms of spreading and utilizing conditions than they do. We are slower at applying them, but in return have a bit more variety in terms of what we can put on and what we can do. If you notice for example, a lot of Engineer condition/boon abilities have random components. They have only one (inefficient) way of applying vulnerability, and they don’t have any way of applying weakness. They can stack short duration bleeds faster, yes, but they still don’t have the overall control we do.
As for power builds. It’s…depressing.
Nothing quite like capping out vulnerability stacks with focus+spectral wall and hitting risen for 2500 damage.
Aside from soaking up hits, I’ve found DS to be quite lackluster damage wise. Sure, I can utilize it for might/retaliation/vulnerability/fury, but because power builds are so incredibly weak it’s very difficult to take advantage of it. And in DS by itself I consider myself lucky if I am able to kill a mob fully in it before its duration runs out. Yes yes, I know that damage wise it stops being good below 75% Life Force. I am just giving an example of one of the many ways it is lackluster.
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Also I wish I would have read this post earlier today before building a self healing set for my guard…..fml
Healing necromancer, sup.
Hold me ;_:
I REALLY love the atmosphere and once the camera fixes are implemented we’ll get a better view of how truly epic Orr (and most of Tyria really) is. Thematically I really like Malchhor’s Peak. It’s very dark and chaotic.
But that being said, lordy lord jesus christ kitten the risen. Especially the godkittenannoying ones that pull you towards them.
The respawn rates really need to be lowered, because regardless of how many I kill more just keep popping up, making moving across the map tedious beyond any enjoyment. I’m fine with increasing their numbers so long as their damage or health is lowered somewhat.
I’m fine with keeping them as densely populated as they are right now too, but again, the respawn rates really need to be lowered.
The staff is one of the karma pirate weapon skins you can find in Lion’s Arch.
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Engineer.
Because bomb kits.
Because boom boom.
I needs no reasons besides boom boom.
I never claimed I was better than anyone else, and that is why I’m fighting fire with fire.
There are threads EVERYWHERE with people saying “x is op” “y is op”, they get an answer. They reject that answer and say the game is imbalanced and that everyone knows nothing about balance.
That type of crying is common place in pretty much any competitive game regardless of genre. But the truth is always somewhere in the middle.
With certain classes it’s ridiculously easy to succeed. With others it takes more effort. But more still, there are some classes that even with effort come out being mediocre at best. What do you do at that point?
People QQ’d about Heartseeker because it was literally mashing one button to win. Contrast that to an Elementalist, that has to go through rotations and switch forms to kill someone. It’s not just about skill. It’s about the effort required to achieve the same end means. That’s what some people are complaining about. That part isn’t really balanced.
And then look at the Necromancer. The best thing you can do is spread AIDS via epidemic. You can spec tanky and soak up hits, but you hit like a wet noodle and lack the necessary tools to even pressure someone. If you spec into conditions, other classes can apply more conditions faster than you, while also having better survivability than you (inb4 l2Death Shroud). If you try to go toe-to-toe with melee classes, you’re gonna have a bad time, because you don’t have the burst they do, nor the survivability that they do. There are instances of Necromancers succeeding, but how much of that is depending on one player simply being more skilled than the other?
I don’t think the game is in a particularly bad shape balance wise. Though some classes need a lot more work (bug fixes) than others. Player input does play an issue, but some classes are inherently easier to succeed with than others, and I think that part needs some more tweaking
Marks don’t seem to trigger on Dragons either. Severely kittens a staff support build in those fights.
My guess is that the game sees dragons more as turrets rather than actual enemies. Turrets with conditions enabled. And as you already know, marks don’t trigger at all on turrets or destructible items.
Yeah it’s quite bad. You can’t do anything as staff besides spam 1 and drop wells and hope that’s enough to get some credit.
I can see someone suggesting that you should just switch to something else, but certain fights are pretty much ranged only. Look at Claw of Jormag. You can’t really dps the dragon down with anything besides staff, because all your other weapons have short range. You can switch to try to kill the ice shards once in a while, and that works, but it still doesn’t help that the shards don’t trigger marks either. Plus you rolled support, so killing anything is sloooowwww. Neither dagger, scepter, or axe offer anything in terms of buffs that you could utilize and actually support your group. So you’re stuck meleeing shards for 300 damage. Yay.
If you see him running around and casting for a REALLY LONG TIME, use your mentally damaged golem to charge him.
It will ruin him and his little Moa’s day, especially if his back is against a wall.
As for everything else….just learn to play.
While I do see where you’re coming from, overall I think the weapons were designed with gameplay variety in mind.
Scepter is intended for conditions
Axes for high power damage
Daggers for tankability.
At the moment, the last two don’t quite really mesh together in their roles properly. Daggers do more damage than axes, and are roughly equal with the axe damage grand master trait. Daggers don’t get any real benefit from the HP siphoning skills in blood because they’re all broken. This in turn nerfs Necromancer survivability overall.
Aside from the health siphoning bugs, I think the problem is that the Blood tree overall has a lot of very good major traits for tanking/support that are far too concentrated. You’re stuck choosing 3 major traits when you’ve got 5-6 really good ones to pick, that unless stacked don’t really bring a large benefit. This needs to be fixed. With the same notion, most minion traits are in the toughness tree, which is quite unfavorable for those who wish to tank but want nothing to do with minions. If these two trees somehow perhaps swapped some traits around we could get better survivability builds that aren’t reliant on minions, and minion masters could become more tanky and it would make having the kitten moronic AI more bearable.
Power builds are a different problem altogether. The Spite tree has no actual good power traits until grandmaster. You end up using fillers for things like Death Shroud, and then having to dip into curses for extra crit chance.
The Spite, Curses, and Soul Reaping trees all need some more work done. For starters, most of their minor traits are just crap. Death Shroud traits need to be reduced and mixed together more. There’s currently so many of them, and individually most are pretty lackluster. Death Shroud’s current implementation is quite weak, so nobody even bothers going into Soul Reaping anymore. I understand that they want Spite + Curses to be the glass cannon build so you have no points left to spend on survivability, but the two trees have such a weak synergy except for just boosting base stats. They really don’t go together almost at all.
I don’t even know where to start with the Soul Reaping tree. I honestly don’t think the base life force pool boost is enough, given how quickly it depletes in Death Shroud. The tree is all Death Shroud, and there are a ton of Death Shroud skills all over the place in other trees too. The boost to crit damage is nice, but not worth taking due to the whole tree being useless outside of death shroud. Soul Reaping needs synergy with something, and I think that the reduction/fusion of a lot of DS skills would help it greatly. Maybe implement a trait that reduces incoming damage while in DS for tanking? Maybe unlock us some abilities that use Life Force as an alternate resource to deal damage outside of DS? I don’t know
You do know that you can solo most group events yes? Everything besides a few ranged champions are soloable if you have a good kiting build.
I actually quite like that the game doesn’t reward you through progression as much. Gear plays a little role. You work to look cool, but at the end of the day it comes down to how much you know how to play, and how decent your build is.
My only regret is that it’s quite annoying to try to find dungeons. There needs to be some sort of system in place or at least the capability to look for group mates easily.
