Shyamal- Asuran Necromancer | Varg Houtman- Norn Ranger
Nemo Randolf- Human Guardian
I don’t really agree with this as a means of solving the price issue. The whole “it’s an extra $10 of value” is less convincing when you don’t really have a use for it. For me, and everyone I was hoping to convince to come back to the game it’s like getting a free winter coat with a vacation to the tropics. I already had a spare character slot a from a while back, and all my friends only had one or two characters. Sure, if they get back into it they might like that extra character slot, but that requires a prohibitive investment before that value shows.
There’s also the issue that it’s just another pre-order bonus. If I don’t jump on it now I lose any “veteran appreciation.”
Necro might not be a bad idea. I have two builds I use for my necro and I’ve used them both with some success in both PvP and PvE. Admittedly, that’s on the casual side of PvP rather than a tournament so your mileage may vary. Deathshroud helps absorb a lot of damage, being functionally a second health bar and you have a high base health as well.
Of course a lack of stability and ability to deal with projectiles can cause some difficulty in PvE, but usually you’ll have one or two others that can deal with them in your party.
Do damage. Sometimes the game seems a bit finicky about what medal it gives you (I’ve soloed a boss for the first quarter of it’s health and still gotten silver) but normally being around and dealing damage for a good chunk of the fight will get you gold.
Well, I tried the Duelist’s boots (15-40 karma armor) and they work pretty well. Not 100%, but it’s enough that I don’t notice it most of the time unless I’m looking for it.
From what I can tell there are no commando boots in PvE. The previous boot rewards at least appear to be from a different set and looking through the wiki for future rewards doesn’t show anything either.
Also, the Preview does not help as the issue is only noticeable while moving.
Honestly, I’m one of the people that will say Ranger can be pretty good if played right… but there’s one caveat that I’ve run into: Arah path 4. A ranger was rather detrimental to that fight when I tried it, through no fault of her own.
As for a general outline to classes…
Warriors: Head on attack. Pretty much the whole class is based around charging in and doing a bunch of damage with good base armor and health to keep you alive longer than your enemy.
Guardian: Support and Bunker. Guardians don’t have the raw damage potential but they make up for it in sustainability. Generally you play this if you don’t want to die or want to help out your friends. Also recommended if you don’t plan on using range much as they have very little options there.
Ranger: Pets! You’ve got a plethora of pets to choose from to help you out. If you want to be a decent ranger you need to micromanage your pet at least a little, keeping it alive and out of trouble. You can also trait to have the highest range of any class. Nowhere near as agile as the thief, but still with some emphasis on movement.
Engineer: Utility. You have twice the utility of any other class with the toolbelt skills and faster weapon switching than any other class with kits (eles might come close but they still have an actual cooldown). You can fill a lot of different roles depending on build.
Thief: Agile damage. Get in, deal damage, get out of the way. You have access to a lot of stealth which can come in handy. Also pretty handy at condition damage.
Necromancer: Not quite sure how to explain this one. You can focus on dots with a condition build, Minions, or just straight power. You’ve got deathshroud to absorb damage for you and provide some utility as well. I personally find it pretty fun but it feels like it lacks some of the utility of other classes (stability, projectile control, quickness)
Mesmer: Deception. Again, not really sure how to explain this one, mostly because I haven’t played it very much and can’t get into it.
Elementalist: Versatility, I guess. With attunements you can swap between a few different roles. No secondary weapon set locks you into a range though so you don’t get the flexibility of having a melee and a range.
Can’t really connect them to any other mmo since I haven’t played any for more than a few hours, but I hope this helps.
Is there a reason you necro’d a 3 month old thread?
Well, the issue is that the pants (at least on human, and I presume all the humanoid races) cut off the boot, similar to how some shirts will go over gloves and simply removes the model above the wrist. The issue then being that it doesn’t make allowances for different angles (when running).
And my character is male.
So I decided I want to get the commando pants for my thief, got my personal story up to 78, got the pants… and discovered that it cuts off everything above the ankle on my boots. Now this normally wouldn’t be an issue except that now I have my character’s extremely pale ankles showing every time he takes a step.
So the question is: Are there any boots that actually work with the commando pants? Or am I just going to have to find a new set of trousers?
And that was utterly unhelpful.
Okay, so I know SYG grants stability to allies, however I was unsure if it functioned as a stun break for allies as well.
I just got my thief up to 80 and before I start spending a bunch of time and money on outfitting it I’d like to find a reason to play it over my other 80s besides just AoE stealth being handy.
To that end I’d like to hear what kind of builds you guys like and why. Any hints and tips would also be appreciated.
That choice is quiet balanced imo: given the 30% duration increase from spite itself, you’re looking at 6.5 sec of burning per 10 seconds. Even with 0 condition damage, that averages out to 213.2 dps. On the other hand, Close to Death results in an average increase of 10% direct dps. Thus, you need to exceed 2132 direct dps for Close to Death to overtake Dhuumfire, not trivial in single target encounters.
In other words:
zerker builds and aoe scenarios -> Close to Death
condition builds and single target -> Dhuumfire
That 5 seconds is after applying the 30% bonus actually. It’s base 4 with 30% extra which gets you to 5.2.
If burning is an on crit chance with a cd of 10 seconds and grandmaster then why would anyone ever take it when there’s a 20% damage increase below 50% health?
Conditionmancers. They get little benefit from the direct damage boost and can benefit from Spite’s increase in condition duration. Whether or not they’d want to take 30 points in Spite for the 5 second burn I’m not sure.
Hammer AH guardian might be a good one. Protection symbol directly under the enemy all her minions are crowding around to help keep them alive. Or the other route is take Mace if she doesn’t want to use a staff. Between AH, minions, and either shouts or 5 points in Virtues you should have a hard time dying. As long as you’re keeping the minions alive and she has 20 Death/20 Blood for toughness and siphoning from minions she shouldn’t be dying either.
I understand that burning is a bit better for us than it might be for an engineer… but I still wish they hadn’t just handed us an adept trait in Grandmaster wrapping.
The game is balanced around PvP. That’s how most of the class balance works. The PvE side is then tailored to somewhat fit that balance. The issue is, things that help out in PvP can have little to no effect in PvE. Blinds? There’s a whole fractal/dungeon that pretty much ignores those. No projectile block/reflect when you can be one-shot by PvE enemies? Have fun with that. Bleeds? Say hi to the cap.
As much as I wish that they could balance the PvE stuff for more classes certain ones will always be sub-par as long as the focus stays on PvP. I’d definitely say keep the Necro around if you have any plans for WvW or sPvP, I’ve heard they can be quite fun there. However, if you want to be the most effective in Fractals/dungeons go for another class.
I’ve long since stopped using the search here because it’s terrible. Anyway, that explains why it’s been happening so much recently. I’ve been running with my thief and engineer to level them up.
Alright, this is getting a bit silly. Almost every time I do Path 3 when I get to the transformation I get half my skills locked out. Everything that’s not a weapon skill or class ability. I think I had it not happen once out of five or six runs. Is this a common thing? Is there a workaround? Losing my heal pretty much means I have to be babysat by my teammates so they can get me up again when I go down.
Honestly… I’m not impressed yet. Kasmeer’s role in this has been somewhat bipolar and Marjory just held some asuran technology spouted technobabble. Yay? Plus Logan. Double yay.
They said they lowered it to 8 but then didn’t. They actually JUST lowered it to 8.
The necro just does two things that fit my playstyle fairly well: excessive dots and minions. The latter in particular is always my first choice when deciding what class I want to play in a game. Then there’s a lot of small things that just make me smile:
- Almost every time I decide to try out DS to see if it will absorb some big instant kill attack it doesn’t disappoint and I’m usually left laughing the rest of the fight.
- Wreaking havoc in WvW with staff/wells or scepter/dagger and Epidemic.
- Nearly soloing a boss in a dungeon with minions after my party got downed.
- Laughing as my allies struggle to remove a boss’s damage negating abilities while my conditions steadily reduce it’s health
I personally run a 20/0/20/30/0 MM build that seems to work pretty well. I go with Axe/Focus and staff to stack up vulnerability and provide some basic support/range. My minions are traited with all the usual- health, damage, siphon, cooldown- and then I take the draw conditions which works nicely for group support (as far as I know the minions pull conditions from any ally).
As far as stats go I go with mixed Berserker and Knights (using Knights where the crit damage gives the least value: head, legs, exotic rings). I’ve been using the Runes of the Mad King as well since Flesh Golem has a short cooldown (even if he dies instantly) which can trigger the ravens.
I don’t really have too much of an issue with surviving with the build. While my minions are alive I have a steady stream of incoming health, condition removal, and damage boosted by vulnerability and if I’m careful with where I summon my ranged minions (wurm off in a corner near max range, fiends somewhere away from the main group so they aren’t hit by aoe directed at others) they can stay alive for quite a while.
I’ve been trying to get into my warrior lately since I got it up to 80 through some fluke and have no idea what I’m doing. It seems I just can’t stay alive when I get into melee with a boss. My other classes are a guardian, which has near constant protection up and all the healing I need to survive in a melee without much effort, and more ranged based classes which don’t have the issue of being in the enemy’s face. I figure part of it has to do with dodging big attacks, but enemies don’t give a whole lot of warning and half the time I’m struggling to see the animation through all the particle effects.
Considering I’m not even using a full glass cannon build (and it seems like my damage is suffering as a result) I’m wondering what I can do from a play style perspective that will help me stay alive longer in general and perhaps allow me to move more towards more damage output.
Also this is all for PvE.
Honestly, the problem is a bit worse than straight up griefing. You can’t NOT grief with these things. I’ve seen people patiently wait for others to arrive and when it’s finally started the things are dead before anyone can get a hit on them. I try my best if I’m one of few people there: hit them once with a bouncing attack then turn around to stop auto-attack but it doesn’t exactly help the life span when it’s already measured in milliseconds.
Is there any way to play this with friends? It’s fun and all, but I play this game to play with my friends and there’s really no point in actually playing if I can’t at least do that.
You are obviously looking at something completely wrong. Here’s the crafting 75 set: http://wiki.guildwars2.com/wiki/Scale_armor
It’s the exact same shoulders.
Okay, here’s the build I’m working towards currently: http://tinyurl.com/lug8hs8
I’m trying to maintain a balance between defense and offense. Allowing me to deal some decent damage but also be tanky enough to jump into dangerous situations and try to get an ally up. I’m mostly wondering if there’s any changes that could better optimize the build towards that goal.
Or… you could just buy/craft a pair of scale shoulders and trasmute them onto whatever you want. The shoulders in the picture are the same as for the scale armor set which are crafted at crafting lvl 75 and wearable at lvl 25 (or whatever lvl you find shoulders to transmute them to).
I’m curious which dungeon you were trying to do. It seems like you just got bad groups and need to practice/gear up. Most of the dungeons aren’t too bad once you know what you’re doing and a good group will tell you what to expect if you say you’re new to it. I can’t say whether they’re good or bad overall since this is my first real MMO… but I honestly enjoy most of the dungeons.
Okay… This is getting freaking ridiculous. I have literally spent ALL DAY doing the temple of Grenth and I have yet to see it completed. If the sites I’ve looked at that tell you about other servers are right, then it also has not been open on them at all either. The event is extremely punishing and then has an absurd downtime should you fail it. Most of the time after a wipe or two you lose everyone else because they don’t want to sit there waiting for the event to come back up.
Also, looking at some of the sites that keep track of Temples it looks like not a single server has it open or has in the past few hours.
Yeah, I kinda figured it might not be a new concept. However the search function on this site is crap so if I wanted to see any sort of feedback I had to make a new topic.
It could be, but I’ve heard it enough and it’s listed on the wiki as part of the calculation. I don’t know how big of a part it plays however.
I was fiddling around with Warrior builds and happened to notice a few traits (and a few other things) that gave the warrior some nice regen abilities. I decided to put as many of them together as I could. This is all theorycrafting, but now I’m tempted to actually try it out in game to see how hard it is to die with this set-up.
So the sources of regeneration are as follows:
-Regen from banners (130 hp/s)
-Adrenal Health (125-360 hp/s) (health regen increasing with Adrenaline)
-Dolyak Runes (30 hp/s)
-Mango Pie (85hp/s)
-Healing Signet (200)
-Sigil of Blood (30% chance 453 life steal on crit)
That’s 5 different sources of health regen. You could bump that up by another two if you wanted to bring a Guardian sharing the regen virtue and an water attuned Elementalist. But our total health per second comes to 570-700 hp/s without them and with only a little Healing Power. Use the Banner of Tactics for the regen and we’ll get a bit more and another heal option. Not to forget the 450 health every time Sigil of Blood procs.
Add on top of that almost 2500 toughness for damage mitigation and I would think you would have a hard time dying. Especially with Defy Pain activating at 25% health (should you get bursted that low) giving you time to regen up to 3500 health back.
Then again… with such a focus on regeneration and defense your offensive damage is taking a pretty hefty hit. Only 35% crit chance and pretty much base crit damage means you’re relying on little more than power to carry you through the fight which will drag out longer as a result.
So it’s my understanding that the aggro mechanics have some basis in toughness and that more means it’s more likely you’ll be attacked. I’m curious then how much toughness the minions have.
Well, I’d like something that will allow me to learn new dungeons but still maintain a good damage output. I’m just not sure how to mix and match damage and defense to get the best results.
That and I know I will make mistakes or get a lag spike here and there and I’d rather that not be a death sentence.
I got my Ranger up to 80 and now I want to try to get a good build setup for him. I know I’m mostly going to be focused on PvE, dungeons and possibly fractals. I want to be mostly spec’d for damage, but I also want be sure I’m not going down to a single hit most of the time. What would you guys consider “minimum requirements” for that? Also any recommendations on armor/trinket stats and traits or links to good builds would be welcome.
As Zackie was saying: you should be careful where you take Crit Damage as you don’t get equal value everywhere. Check it yourself: http://wiki.guildwars2.com/wiki/Item_nomenclature#Comparison_of_numeric_vs._percentage_attributes
The best place to take it would be in your Jewels on your trinkets. Easily double the value there. I also take it on my shoulder/glove/boot slot in the form of Valk for Vitality. With AH you already have 30% crit damage and jewels can give you another 18%. That’s basically double crit damage there (base being 50% extra).
That being said, my final build has a zerker hammer planned just because most of my tank stats are on my other gear so I’m not too worried about losing out on my weapon.
And of course an explanation why would be useful.
Currently I’m looking at either Mango Pie for regeneration and some extra Vit or Loaf of Omnomberry Bread for more Vit and toughness. Not really sure which I prefer.
The Omnomberry Bread is nicer for taking the hit, but you recover from it a bit slower.
The Mango Pie gives you a third way to regen you health (fourth if you’re running with an ele in water) which means you recover pretty quickly from a hit.
This is with a fairly tanky set-up: 0/0/30/30/10, Knights/Valk gear, Hammer. I know I’m most-likely going to miss a few dodges so I build with the idea of that not ending the fight for me.
why?
Why not?
I think there needs to be a more forgiving system. At the moment it’s either insane luck or insane grinding to get the things you like.
I really wanted a fused weapon, but I don’t have money to spend at the moment and with the gold-to-gem ratio being higher than ever I couldn’t afford to buy gems so I had to farm keys. Still didn’t get it though after a good dozen or two keys farmed (and a few more from the chests). If it was just a gem thing I could dedicate my time to farming up some gold to turn into gems, but with the random chance that isn’t worth it and it won’t ever be worth my money.
This is a problem with the entire game and has been there since launch.
I’m sure this has been asked before, but can someone please either explain, or link me to a good discussion on the benefits of the three damage stats and how to balance them out? I’ve long since given up trying to use the search on here.
I’d probably say avoid Thief from my own experience. I tried one in beta and shortly after launch and had a terrible time trying to stay alive running around solo. Of course that could just be me being bad at bursty classes. Elementalist I’ve heard similar things about, but haven’t really tried it past level 10 in the last beta event.
The Necromancer was my first class to 80 and I rather enjoyed it. They have one of the highest functional health pools since Death Shroud almost doubles their health (only almost since it’s constantly ticking down while you’re in it) which is a boon when in a tight spot or just cliff jumping. You also have a variety of viable builds (I’ve seen a couple people on the necro forum saying we’ve got more than any other class, but idk) so if you get tired of your current playstyle you can always mix it up instead of making an alt. Personally I bounce between condition and minion master.
Ranger I can’t really say too much about. The “gotta catch ’em all” pet aspect is fun for roaming around and leveling pve. I had fun leveling it, but then again it was one of three alts I would play when I got tired of necro for a bit.
I’m in charge of organizing events for a small guild and one of the things we periodically do is a monster hunt. The first one was pretty simple: the big chest events in the starting areas and the dragons. We’ve done a few more, but for the next one I’d like to find some of the more interesting fights. Stuff like the mysterious fire creature in Mount Maelstrom that requires a bit of work to get going, or maybe are a bit of an easter egg like the M.E.T.A. golem even in Metrica (still need to figure out how to start that one).
Of course those are just two events and that’s not quite enough to fill a night, so I’d like to get some suggestions for some of the more intricate events out there. Any help is appreciated.
Didn’t someone do that exact thing as an Engineer near launch to reach 80 in the first week?
Of course, the turrets are much more proactive than our minions. Will they even fight back if you don’t?
Well, the main reason I’m thinking 30 in Blood in place of the other two is the condition removal. I’ve found myself struggling with that in other builds. My condition necro generally ran into an issue of always having used his condition removals already used for something else when he ended up needing them, or enemies just applied more conditions than I had removals. I can see both the alternatives boosting damage, but with all minions I only have a condition removal on my staff and I see that being an issue, at least for me.
Alright, I’m looking to give the MM another try, because it was the whole reason I initially chose the Necromancer. I realize the likelihood it will work in WvW is completely shot, but I’d like to manage something for PvE and maybe PvP. Current thoughts are to go for Axe-Focus for Vuln generation, since it’s the only way to increase their damage. Current trait distribution looks like 20/0/20/30/0, taking all minion traits available as well as the focus c/d and siphoning traits. Staff alt for support- slow, poison, regen, etc.
The question is… can this work? Minions don’t tend to last long, even with the increased health as they have no avoidance. So the heal/armor/condition cleansing benefits will quickly fall off. If I can keep throwing them back out reliably enough, I figure I may have some luck, but I’m not sure. If they’re drawing aggro they could be handy simply as a distraction against bigger foes, letting me and my allies breath for a moment. With a total of 6 (or 7) minions they could in theory completely eat an aoe (assuming it doesn’t prioritize players and bosses have the same limitation). I have no clue how well they work as damage dealers, even with the increase from the trait.
Blood is Power for the massive +350 to Power and Condition damage it provides. Nothing else in the game provides 10 stacks of might. That Warrior elite is 5 stacks of might.
Guardian staff gives 12. To the entire party. And heals.
My biggest issue with a necromancer has been trying sustain. I seem to recall hearing it was supposed to be the attrition class, but I don’t feel like I have the ability to actually do that. What I currently have is a condition build and it’s more condition damage burst than anything.
It would certainly be nice. As a necromancer my weapon is more a decorative focus than anything, but it would be nice to be able to SEE them. For the classes that actually USE their weapons it’s just insulting looking at them knowing they do the same damage as the exact same weapon in a Norn’s hands.
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