Showing Posts For Xerek.7864:
I’m not super-hyper-mlg-elitist but, I do prefer people who have experience with common paths to dungeons (there are some days on lfg where it seems too much to ask) , and can get paths completed in reasonable time.
I have all classes except engi at level 80; all but ele is in full zerker gear. Lately I have been favoring thief and I would say I am proficient enough with it at the least.
When I run dungeons, I do them back-to-back (cof p1 to p2 to ac p1 etc). I don’t like Arah; I have never cared to learn more than path 3, I think that dungeon is dumb =P. Because of the nature of pugs, I generally avoid fractals as well; my knowledge is most likely outdated but I know the basic mechanics of each, including the new ones from Fractured (lv24).
I run dungeons interchangeably from immediately after server reset or in the mornings (9-10am U.S. Central time).
I will not be 100% rep, I have other guilds I like to hang out with (they don’t dungeon much, if at all).
I have Ventrilo, Team Speak, and a functioning mic.
I can be contacted in game with character name “Myri Starstone”. Advice: I am subject to “random afk syndrome;” while I do check for pm’s, it’s better to mail me in game.
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The only complaint I have:
1.) Ranger
This class is badly structured from the ground up. Numerous pet problems, Undesirable in group content, and combat/trait/utility issues. The pet has been brought up who knows how many times. The AI is clunky to the point of unreliability in all situations. The idea of abusing the pet via limited-scope benefits for damaging it are worse considering the pet counts as a portion of the ranger’s dps.
Rangers offer nothing unique to a party composition. Other classes can dps, tank, and support/suppress better than ranger by a long shot. In wvw zergs, rangers are completely undesired/not tolerated due to the mentioned above and that their combo fields can easily throw off the needs of the zerg (a water field is desired but, because of the ranger’s fire field a portion of the zerg is killed).
The way that traits are set up for a ranger are such that to get quality of life benefits from a particular utility type, heavy investment in a tree is necessary to achieve, making build diversity scarce. On top of that traps and spirits far out-class the other utility types (utilities involving the pet being out-classed because of the AI problem first and foremost). Combat in general for the ranger, another well discussed topic, consists almost entirely of auto-attacks, especially for the ranged weapons. I feel that auto-attacks for all weapons are over-emphasized and the majority of other abilities do too little to be anywhere near as effective. This may be due to the lack of any real high burst skill.
Conclusion: Rework needed.
I found out what is going on with spatial surge for those who were testing it on the dummies in LA. It bugs out when there you are attacking “objects.” I found this by running TA and CoE; in TA when you’re fighting the nightmare tree you’ll notice that spatial surge is hitting turrets that are along the SIDE of it when directly facing it; In CoE on the golem boss if you position yourself between the inquest golem boss and the turrets you’ll find that spatial surge can damage “objects” in a 360 degree radius around you.
TL;DR: Its bugged when attacking “objects”
I’ve noticed that the Mariner doesn’t seem to be affected by this bug. Confirmation anyone?
It can’t be deliberate. If you test out the Mariner you’ll notice that its attack time is instant.
Anyone interested in posting the delay bug in the bug forum?
Bug report thread started:
https://forum-en.gw2archive.eu/forum/support/bugs/New-Phantasm-Problem-with-12-3-12-Patch/first#post914577
With today’s patch the mesmer phantasms have received a new bug.
There is now a 1-2 second delay before a phantasm attacks, if they attack at all. This means in most cases the phantasm will die before it attacks.
Berzerker problems are present.
Anything further? Add to it:
- Phantasmal Healing was not fixed contrary to the statement that on-phantasm boon traits are fixed. Phantasmal healing is still inconsistent between phantasms, ranging from 10 second pulse on iWarden, to 3 second pulse on iDuellist.
- iWarlock is also having an issue with their attacks going over and passed a target instead of actually hitting it.
- signet of illusion is not applying extra health to illusions.
- BOTH the iWhaler and iMariner attack immediately, seemingly unaffected by the bug.
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That as of the update moments ago the berzerker is working appropriately according to my initial dummy testing.
In addition I have noticed that all phantasms are correctly displaying retaliation if traited.
edit: They also appear to be giving each other health regen because of traits…intended?
edit 2: Bug thread started:
https://forum-en.gw2archive.eu/forum/support/bugs/New-Phantasm-Problem-with-12-3-12-Patch/first#post914577
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Tested out berserker on lions arch dummies after the patch. EVERY other phantasm is doing significantly more damage than the zerker.
What about earth in an SI build with Rampagers?
On a greatsword? Half-effective; greatswords on mesmers doesn’t boast a high crit chance. I’m still fine tuning my set up but at this point I know that on my gs I’m going to barely be over 50%. To me that’s not enough to warrant it’s use.
Regular sword? Trash; I actually did run with this for awhile. The bleed didn’t last too long and I only ever got it to apply once on the 2nd skill.
I have AMD Mobility Radeon HD 4200 series…I have low fps but I dunno if I should even attempt this.
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