Showing Posts For Zhaitan.2578:
So as of the latest patch, this is what I have gathered from posts:
The jumping puzzle to skip lupicus is no longer possible.
Brie is now impossible to solo
It is impossible to skip directly to light orb
Underwater exploits are still possible
can anyone confirm?
With the upcoming change allowing two handed weapons to have to sigils, I would like to ask some questions regarding sigils, their effects, and stacking:
1. Do two damage vs specific foe sigils stack?
2. Does a damage vs specific foe sigil stack with a sigil of force
3. Does a sigil of night stack with a sigil of force?
4. Do two sigils of night stack?
5. Does equipping a sigil of accuracy on your offhand affect the critical chance of your entire bar or only skills 4 and 5?
6. Does equipping a damage vs specific foe sigil on your offhand affect your entire bar or only skills 4 and 5?
So I’ve been soloing lupicus lately, but one problem I always come across is Scholar Yissa. Once Lupi enters phase 2, I use my ember to take the grub, but then lupi always attacks Yissa. Since Yissa is ranged, this means Lupi shadow steps to her, knocking me down on the way. This results in the solo being more difficult than it needs to be. Whenever I die, Yissa is always gone, so subsequent attempts at Lupi are much easier.
So my question is – how do I get rid of Yissa when approaching Lupicus for the first time?
I am an Arah dungeon seller.
As of right now, arah dungeon selling is in a horrible state, not only for the consumer, but also for the seller.
Arah is full of exploits. Obvious exploits. Skipping lupicus, skipping directly to light orb, killing bosses while phase-shifted, and more. It is ridiculous.
The worst part? Arenanet hasn’t done ANYTHING about it. Skipping content isn’t only in the dungeon selling community. Skipping lupicus has become the new norm for pugs. Popular guilds are posting videos of these skips and exploits since “every trick is the industry standard.” Arenanet made an official statement that dungeon selling is allowed as long as the content wasn’t exploited, yet people do it every day.
So how is this harmful?
This has stirred rebellion in the people. People are sick of Arenanet not doing anything about people cheating, so they destroy the instances. People join parties and kick the host. People abuse the merge party bug in order to instantly destroy instances.
Buyers are often out money since dungeon runners aren’t very sympathetic after being kicked. Kickers can face account suspensions. And sellers face the frustration of all of their work for nothing.
This is especially bad in the few cases where dungeon sellers are legitimate, meaning they don’t exploit the run. When I solo arah, I don’t skip or trivialize content. I play by the rules, but since some people assume I am an exploiter, many of my dungeons runs end with nothing.
Arenanet needs to do something. It is ridiculous that these exploits have been in the dungeon for so long and are so widely known, but no action has been taken to fix them or to ban the exploiters.
Moreover, Arenanet needs to hold a firm stance. If they advocate dungeon selling, they need to put something in place that protects the seller and the buyer. I am willing to pay some gold in order to open up some kind of special instance. Maybe 1g to open up an instance where I am the only one allowed, but after the game engine recognizes me at a certain spot in the dungeon, I can post in lfg where people are notified that I am at the final boss and will be deducted a specified amount of gold upon entering my party. Anything.
So Arenanet, please help the dungeon selling community. The current market is in ruins. Sellers exploiting dungeons, griefers kicking legitimate sellers, buyers getting ripped off. all is vain.
Any change they make won’t be to the extent where full offensive teams won’t be viable. Hopefully, it will just increase the risk involved, meaning if you are going to neglect defense, you have to be more skilled.
To speculate, I think part of the problem lies in aggro. Right now, players dealing more damage are more likely to take aggro than players with higher surviability. This encourages all players to use the same gear, since otherwise, a dps class will take aggro while a tanky class won’t, thus defeating the purpose of playing a tanky class. By reversing this aggro mechanic, more defensive oriented classes can feel like they are making a bigger impact rather than having their defense wasted.
If the entire mob targets whoever has the most defense has many glaring issues. First, the necessity for a team to have a tank increases ten fold, which results in old problems with the holy trinity. Guild Wars is the only game where 5 players of any class/role can go into a dungeon and be successful.
Second, unavoidable damage simply isn’t fun or realistic. If you are an extremely skilled player against a boss (lupicus, for example), you shouldn’t die even if you play the fight perfectly.
If damage is avoidable, that means it takes skill to actually avoid it, which separates good players from bad. It makes sense for good players who can avoid damage to be able to invest less in defensive mechanisms. Forcing a skilled player to use defensive gear because of unavoidable damage creates stale and less dynamic combat and is only fun to bads who don’t want to take the time to familiarize themselves with a boss’ mechanics.
Achieving the best gear is not a grind unless you feel like playing the game’s content is a grind. Materials for ascended equipment is found in virtually every aspect of the game. Most of the problem is, in my opinion, in the mentality of the players. A player can complete any content and see progress in their ascended gear acquisition.
It isn’t as simple as giving all two handed weapons two slots. A second sigil slot would simply be a buff to what has already been balanced. So unfortunately, the introduction of a second sigil slot will likely come along with a nerf to two handed weapons across the board. So if you are looking for more free stats to your two handed weapon, the introduction of a second sigil slot probably won’t satisfy you.
With nothing other than +5 infusions, a player can still get up to +85 AR. In in highest current fractals (level 50), agony resistance has no effect past 70.
I don’t see a problem
Suggesting link between the purchase of gems and the drop rates of rare items lacks any concept of rationality, especially without any evidence other than “most people I speak to.” Any individual correlation between gems and drop rates is a mere coincidence, and any thought of a relationship should be immediately discarded due to absurdity.
So I just did a level 32 fractal. If my calculations are correct, 11 relics per fractal x3 + 35 in bonus chesst + 45 in boss chest = 113 fractal relics, but I only got a total of 79. This makes me think the boss chest only contained 11 fractal relics, like the other fractals. Is this correct?
Are non infused back items and rings going to have to be put in the forge still to infuse in order to unlock the new upgrade slot? If not (unlocked by default), that is a huge waste of 250 ectos to all players with an infused fractal capacitator.
What about infusions that offer stat bonuses such as Mighty Infusion (+5 power, +5 agony resistance). Are these getting scrapped? Can they still be added to, say, ascended weapons/accessories? Will combining two of them create a +6 AR, +6 power infusion?
This has been answered multiple times so I’ll just give you the short version. Mighty Infusion can’t be upgraded, but the slot it would normally fill can’t go past +5 AR. In essence, nothing negative changes for these players.
Can the new infusion slot also be filled with mighty infusions or is it restricted to these new AR infusions?
What about infusions that offer stat bonuses such as Mighty Infusion (+5 power, +5 agony resistance). Are these getting scrapped? Can they still be added to, say, ascended weapons/accessories? Will combining two of them create a +6 AR, +6 power infusion?
Same problem. After trying to join a dungeon get the popup and can’t log on. Seems restarting the comp lets me log on. Seems starting your own dungeon is the only solution.
Same here. I’ve been noticing an unusually high amount of lag lately, and upon changing my settings the game crashed.
Just got kicked at final boss. Would like to at least be able to report the player.
You should try content harder than CoF p1.
You certainly cant simply auto attack with full zerkers while watching a youtube video in high level fractals.
If people are “grinding” for ascended gear, they are doing it wrong.
Just because ascended equipment isn’t free doesn’t mean you have to grind for it. Dungeons, world bosses, and temples all give materials necessary for ascended crafting. In my opinion, all these activities are fun and I would do them even if they didn’t give ascended materials. As a result, if you just play the game normally, you will steadily accumulate materials necessary for ascended crafting.
Plus, all these activities discourage grinding. Take diminishing returns in dungeons, for example. World bosses/temples only give a chest once per day and have a long time between events. As a result, a casual player who plays a little bit per day will not feel left behind. On the other hand, someone who is trying to grind all the materials in one day won’t have an easy time.
And if Arenanet ever introduces more difficult content, it won’t mean bosses deal more damage or mobs are larger; they aren’t stupid. More difficult content will require more teamwork and skill rather than higher base stats. If you can’t complete something with exotic gear, chances are, you won’t have better luck in ascended gear.
Hint: the one that doesn’t give survivability deals more damage.
So I was reading on the wiki that fractals below your personal level rewards you with 6400 + 8 * Completed difficulty * (Personal reward level – Completed difficulty) karma. (source: http://wiki.guildwars2.com/wiki/Fractals_of_the_Mists#Personal_Reward_Levels)
I just completed a level 18 fractal w/ a personal level of 19 and only got 900ish karma (could have been in the 700s, i dont remember). Am I missing something?
If your only objective is to farm easy content as quickly as possible, full damage is the best choice.
I sold my “Aidan’s Gloves” last night, at which point the trading post was very buggy. I checked today, and they are not under “Items I’m selling” or “Item’s I’ve sold”, nor are they in my inventory/bank (as they disapear when you post them). I emptied my pick up tab (had 2 silver from random, irrelevant goods), and the problem remains. The gloves are nowhere to be found.
I was trying to sell Aidan’s Gloves last night (level 80, exotic). After a few buggy moments, the gloves disapeared. Today, after emptying my pickup, checking my inventory, my bank, my “item’s sold,” and my “item’s i’m selling,” they are nowhere to be found. The TP stole them. Anyone have a fix or information?
(edited by Zhaitan.2578)
Having an achievement point requirement on a post really takes away the post’s integrity. In no way does earning achievement points make you more experienced at a specific dungeon. If I want to get good at a dungeon, I should not even consider grinding achievement points to gain more credibility.
Good thing ranged characters can swap to their melee weapon for more up front damage potential and then swiftly switch back to ranged after taking some damage to deal sustained damage from a distance.
Also, their is no avoiding specialized ways to take down mobs fast. Stacking is just the simplest and easy to execute. The real challenge of PvE comes in boss fights, where stacking is often suicide. In this case, ranged weapons are balanced just fine.
Looking at the various item rarities, there are no items labeled uncommon. Does this only sort masterwork (green) items into the box, or does is also include fine (blue) and/or white (basic).
I would love for someone to explain a bit to me on the specifics of diminishing returns.
So I run a dungeon, get 26 silver. I run it again, 26 silver. Run it again, 13 silver. How long do I have to wait from this point in order for the reward to reset to 26 silver? Or is it at a set time everyday?
Also, most people say that you can do a dungeon on one character then hop on another character for full rewards. However, according to the wiki, it says diminishing returns are account based.
Could anyone clarify?
I have a coolmax 650w power supply, cost about $65. I will do some benchmark tests and update this when I get results.
So I just got a new computer, like 10x better than my old one. However, whenever I open Guild Wars 2, my computer immediately shuts down as soon as I hit play. I am given a short page about how my motherboard detected an unsafe surge. This is unusual, since my power supply is about 3x stronger than my previous one and I never had any troubles with my previous computer.
My only thought is that my new motherboard is stricter when it comes to detecting power surges, which causes the shutdown. Would purchasing a surge protector fix this? It still seams strange that this only happens with Guild Wars 2 and has never happened before. Anyway, any help would be greatly appreciated!
Necros are my favorite profession for sPvP and I main a warrior.
Maybe, um, I don’t know, different people are different?
I hated how all but one of warrior spear skills were single target. Then they got patched. Now all of warrior’s underwater skills are AoE and I love it!
I kind of agree. 5 signets and pure damage armor/accessories with a greatsword is bad in dungeons. However, this is the most simple yet effective warrior build and greatswords are probably the most fun weapon.
4 signets and “For Great Justice,” on the other hand, is really good (perma fury). Base stats wins in PvE, which signets and the +40 precision trait provides. Combined with knight’s armor, you have a great mix of damage and survivability.
They are both extremely effective in both PvE and PvP
Greatsword: more burst damage
Axe: more sustained damage
Now pick your favorite
Personally, I love dual axes.
So an unfortunate bug is happening to me. Last night, while playing, Guild Wars randomly crashed. When I tried to reopen it, after getting to the character select screen, I could not log in. After pressing play, the play button turns black and Guild Wars froze. At this point, I went to bed.
So today when I got to the character select screen, a blue Guild Wars bar at the top of the screen started flashing, Guild Wars minimized, and I got an option to send a report to Arenanet which resulted in Guild Wars closing down. The same issue repeats whenever I try to log in. If, rather than sending the report I reopen Guild Wars and log in, the client freezes and I am forced to reboot my computer.
I would like to know if anybody else is having this issue or anybody knows a potential fix. Also, should I wait this out or reinstall Guild Wars 2? Any help would be appreciated.
Go Axe/Axe + Rifle. Build armor/accessories focusing on power, precision, and toughness (knight’s gear). Use healing signet since its regeneration is crazy at lower levels. Use 4 signets and 4 great justice and get the +40 precision per unused signet trait. Axe’s auto attacks deal tons of damage, plus they can hit up to 3 targets. Use “Dual Strike” whenever possible for fury (up to 12 seconds if u hit 3 targets) and spam “For Great Justice.” Only use whirling/cyclone axe if you are up against larger mobs. Switch to the rifle and kite if you get low. I like to take -5 seconds on weapon switch, switch to rifle, use skills 5, 4, then 3, and then switch back to the axe with an eviscerate.
Axe auto attacks deal more damage, but they are limited to 3 targets and deal only deal frontal AoE.
Whirling axe deals less damage, but is not limited to a number of targets and deals 360 degree AoE. Furthmore the attacks are more rapid meaning more adrenaline and more bonus procs on crit (ex. 33% chance to bleed on crit).
I never said right before entering combat. I said right as combat begins, meaning it should activate the instance I take or deal damage.
And I know how to make something an auto attack. I merely think there should be an option that allows you to only use your auto attack skill during combat.
Is there a way to make it so you only use an auto attack skill during combat? For instance, on my warrior, I want to set “For Great Justice” as my auto attack, but I’d prefer not to be using it while I run around and have it only activate right as I get enter combat so I could get the fury bonus at the beginning of the fight.
If there isn’t a way to do this, I sure hope something like this would be added in the near future.
A 10% difference is hardly anything. In the long run, you gain the vast majority of your damage/durability depending on how you gear. The innate durability a warrior/guardian just makes up for the fact that, by nature, it will receive more focus than an elementalist since a warrior has to be in the front lines to do its damage.
Axe/Axe is so good in PvE. For the following post, I will be referring specifically to PvE
*Note: Dual strike isn’t single target. It, in addition to the axe’s first abilitiy, can hit up to three targets. This, in addition to striking twice, means 12 seconds of fury. Combined with “For Great Justice,” it is easy to have perma fury with an axe.
Greatsword pros:
Hundreds blades does a ton of damage
Bladetrail is AoE
Auto attacks aren’t limited to 3 targets
Greatsword cons:
Skill 1 doesn’t do that much damage
Burst skill, which gives you fury, is used later in the fight, usually after using hundred blades.
Mobility skills aren’t that useful against stationary targets
Axe/Axe pros:
Always have fury
Double/Triple chop attack multiple times quite rapidly, resulting in tons of adrenaline
Cyclone axe insta fills your adrenaline bar
Eviscerate does tons of damage
Whirling axe is basically Hundreds Blades that does less damage, you can move while using it, and does complete AoE rather than AoE in front of you
Auto attacks deal insane, persistent damage
To be informative and suggestive, I did some tests to see how long you would last at level 80 with 0 healing and 20,000 health when taking x damage per second using each of the 3 warrior healing skills.
Since healing surge healed different amounts, I averaged the 3 amounts to get a base heal of 7050 which I used during the tests.
I predict healing signet would be the best long term healing skill since it relies on regeneration rather than bursts of healing. I also think it uses the “less health now, more health later” theory since it is not possible to manipulate when you get your health. Finally, the fact that it has no secondary effect makes me think it should be the best skill in terms of healing. Since healing surge has the best base heal, I predict it will be the best short term heal.
The results:
LONG TERM:
When taking 220 damage per second, you would die in 1015 seconds with healing signet if you relied on the passive healing and waited till 1 health to use the active (the most efficient method). You could survive indefinitely with the other two, using them on recharge.
MEDIUM/LONG TERM:
When taking 650 damage per second, you could survive for 47.9 seconds using mending. You could survive for 49.5 seconds using healing signet. You could survive for 52.5 seconds using healing surge.
MEDIUM/SHORT TERM:
When taking 1500 damage per second, you could survive for 17 seconds using mending. You could survive for 17.6 seconds using healing signet. You could survive for 18 seconds using healing surge.
SHORT TERM:
When taking 3000 damage per second, you could survive 7.8 seconds using healing signet. You could survive 8.5 seconds using mending. You could survive 9 seconds using healing surge.
These results are really surprising. Healing surge appears to be far underrated as a healing skill. It makes me think it is the best of both worlds since it gives the largest burst of healing aaaaaaaand gives the most healing over a long period of time. In all honesty, I think healing signet needs a buff. Despite being the only heal with no secondary effects, it came in last 2/4 times and never came in first.
HEALING SIGNET FlAW IN PVE
To you PvEers, healing signet is really strong low-levels which makes it seem stupidly weak at high levels. For example, in a level 21 area, healing signet heals 67 per pulse. Average maximum health of a warrior in this area is about 2100. This means healing signet heals about 3.2% of your maximum health per second. At level 80 when you have about 20000 health, healing signet heals for 200 health per second, which is only 1% of your maximum health. So from a low level to a high level, healing signet’s regeration is reduced by over 1/3.
As far as I know, norn cultural armor is the only kind of armor that offers bonuses to power, toughness, and vitality. If norn is the only race that can access these stats in their armor, wouldn’t this create serious balance issues since this stat combination is extremely popular and only norn would have access to it?
Or is there another armor set that gives these bonuses, maybe from a dungeon, that I don’t know about?