Showing Posts For dallywolf.1906:

How to make Glob of Destabilized Ectoplasm?

in Players Helping Players

Posted by: dallywolf.1906

dallywolf.1906

Do you know what it is used for?

How to make Glob of Destabilized Ectoplasm?

in Players Helping Players

Posted by: dallywolf.1906

dallywolf.1906

You buy it from the Skritt in LA. Just south of [Diverse Ledges Waypoint]. Enter through a cave under water.

Lets talk about the new Gem conversion [Merged]

in Guild Wars 2 Discussion

Posted by: dallywolf.1906

dallywolf.1906

Wow this thread has exploded….

I have to agree there should have been lower tier options for buying gems.

25
50
100
200
400

This would not confuse new players, if it does they are well under the age to be playing any MMO.

Really, if you want to simplify it I’d be happy with
10
100
400
800
2000

Would cover most scenarios of needing to purchase gems and having to buy multiple 10 or 100 wouldn’t be a huge deal to me. Would be extremely easy to add to the new interface while appeasing experienced players.

No account bonus from chest

in Bazaar of the Four Winds

Posted by: dallywolf.1906

dallywolf.1906

You only get one chest per day so you just received the 100 point chest. Tomorrow you’ll get the 500 if you qualify and the 1% MF bonus. I don’t think anyone is eligible for the 500 point chest today.

New Legendaries / Rework

in Guild Wars 2 Discussion

Posted by: dallywolf.1906

dallywolf.1906

I really hope that they make the scavenger difficult and long enough that players will still think that the 600g or so to buy some precursors is a suitable alternative.

i.e. includes:
-10,000 WvW kills
-90 laurels
-50 guild commendations
-dungeon master
-50 SPvP Tourneys

+ a whole list of scavenger item requirements that can only be acquired through beating tough bosses, acquired at different times at the day, and through solo and team work.

I’m all for awarding precursors for some great feats like any of these but within a specific time frame. Like running 20 different dungeon paths within 24 hours.

Ranger patch notes

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

At least I don’t feel like Rangers were completely ignored in this patch and it is a step in the right direction with making pets more viable. The SnR nerf seems like they just went for the easy coding fix instead of digging in and making it work as it was intended.

Fused weapon drop rate data

in Black Lion Trading Co

Posted by: dallywolf.1906

dallywolf.1906

1 chest
… all the tickets

/win

Darn, beat my two chests and one ticket

Robert Hrouda on pets in dungeons

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

What if we can get a new pet that would be more useful in a dungeon. Have it lay down combo fields like bonfire and stay in front of us and between our target. I think most pets should have this type of skill that assists the ranger. Wouldn’t be that far of a stretch to have spiders throw a gas cloud or drakes a flame wall to shoot through to give us extra damage.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

Heres an idea. Instead of having a perma stow option, add an utility skill that makes the pet stick really close to you similar to the shout protect me. When activated, the pet could give you buffs while avoiding mobs. Furthermore, the aggro tables of mobs could be changed so that only you can aggro mobs when you are in range and pets can not aggro mobs unless they attack the mob. This could help a lot in dungeon runs and general pve.

Leashed mode. Can even give a fancy glowing collar and leash between the two if graphics people want a challenge.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

With our pet I’d really like to see that when the pet is put in avoid combat mode that it would actively go out and lick wounds of my fallen allies. Rangers are hard to keep down and would be a boon to having one in the party if you can provide that protection with the group.

Nature spring should also heal downed players IMO. The ranger is already setup with the potential of being the healer class. I know that Anet doesn’t want designate tanks/healers but you’ve already made the warrior class the tank.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

Ok let me preface this that unless you have countless hours as a 80 ranger trying to do end game content and then seeing the difference when rolling to other classes (then doing the same content) you will THINK this is overpowered but in fact it is not. Remember that our pets are 30-40% of our dps and are basically useless in most end game content and are constantly doing stupid things. Plus the thought of me having to dodge roll through necro wells in wvw and then guessing that my pet is about to go through 1 as well and possibly dodging (using a different button) simultaneously? Umm yeah I’ll pass.

Here’s what I was thinking after reading a different suggestion here. We have 2 pets available at any time right? Well if we choose to have them in passive mode (and both must be alive) we get some sort of buff to compensate for the lack of dps we have lost. So as to prevent abuse it has say a 60-120 sec cd and also resets on death. Thus we can’t put pets on passive to gain buffs, send them to attack, and then bring them right back for the buffs. Sort of like a perma stow option that buffs us. Hell I’d be happy if it only lasted say 5-10 minutes max w/ that cd.

Now here is what I was thinking. Here are the pets we have http://wiki.guildwars2.com/wiki/Pet. Let’s say I have eagle and hawk both available for pet swap and I perma stow them. Well I get 5% passive swiftness from both of them for a total of 10% while they are stowed. It goes along w/ their Quickening Screech (Grant swiftness to nearby allies) skill they already have. I have a Lynx [Maul (Slash a foe multiple times and make them bleed)] I get increased bleeds f/ attacks and I have a Alpine Wolf [Brutal Charge (Leap at your foe and knock them down)] we get say a 5-10% chance to knock down foes with each attack.

So in essence I sacrifice 30-40% of my dps by perma stowing my pets. Whatever 2 pets I have perma stowed grants me some type of passive bonus. Each pet grants something different. Before everyone trolls me saying it is game breaking think of it this way. Rangers currently almost constantly lose 30-40% of their dps in end game content. Giving us something to compensate such as 10% swiftness is game breaking? Go look at the amount of Rangers in wvw that are not upleveled and are not using a bear class pet (pathetic damage but has a chance to somewhat survive while zerging). Pets are instant dead in fotm 20+ and cause so many issues in many dungeons doing dumb crap. Who the hell EVER runs/worries about a ranger in wvw in open field?

This is what I think as well. Give us a way to get back that 30% dps we lose in most boss scenarios. Even if we can gain 20% increase in dps it would at least put us in the same ball park as the rest of the classes that our other skills would make up the rest.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

I think that having better pet control is vital to the success for rangers but I don’t see it making much of a difference on why we get denied pug in dungeons.

I don’t know about this. The major complaints I see in guild is pets pulling extra agro, causing issues with certain mobs bosses. I do think if we could get to a stage where the pets don’t grab random agro when Passive we would be much more welcome.

I mean I’ve had situations where my pet was on passive. I’ve run forward to join my group, the pet has continued on an extra 20ft and agro’d mobs. or you jump off a rock the pet goes around the rock picking up 10 extra mobs.

I think it is important that after a pet has returned to you, after you have it Passive. (I’m not talking about the return journey from the enemy, but after it has come to heal after you have set it to Passive) it should not gain extra agro and drag in new mobs due to bad pathing until you set it to Aggresive again or make it attack.

I don’t for a second expect AI pathing to always be 100% correct or sensible, I don’t expect the pet to always stick to you like glue. I’m a realist. But if it is meant to be sticking to you like glue and doesn’t, you and your group shouldn’t be penalised for it.

But all of these things are manageable under the current system but you just have to be on top of your pet management. When I jump off a ledge and don’t want to pull mobs/aggro I swap pets and he appears right next to me bypassing the funky routes. If your pet is getting to far ahead you call him back or set to no combat. Personally when the pet is on Guard it shouldn’t attack anything that hasn’t targeted the ranger first.

(edited by dallywolf.1906)

Robert Hrouda on pets in dungeons

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

I think that having better pet control is vital to the success for rangers but I don’t see it making much of a difference on why we get denied pug in dungeons.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

I’ll post this here too. Sorry if this has already been covered.

I think a solution to the dungeon problem would be to give us the ability to “Soul Merge” with our pet. Basically we could merge powers with our pets and they “stow” away and are not visible. When soul merged we’d increase damage by 15%+- (taken from pet). In an advanced scenario I’d love to see the stats of what ever beast we merge with be added to ours. Merge with the brown bear and gain extra vitality, devourer gain toughness, felines gain precision, etc.. according to the stats merged. Stay merged until we untransform.

Make this an elite skill that lasts for an hour with a 360s cool-down. Make a permit part of the stow feature. Set it so the pet must be at 100% health and in non-combat. I don’t really care but the fact is in certain places (like most dungeons) a pet is more of a crutch then a help. In most PvE scenarios I don’t see this feature being used a lot as it won’t really change the max DPS of ranger but in places where our pet is auto killed I’d rather not be ham-stringed by the pet and be in control of the damage.

—Dallywolf

(edited by dallywolf.1906)

Dungeon Patch Discussion 2/26

in Fractals, Dungeons & Raids

Posted by: dallywolf.1906

dallywolf.1906

Sorry if this has already been covered.

I think a solution to the dungeon problem would be to give us the ability to “Soul Merge” with our pet. Basically we could merge powers with our pets and they “stow” away and are not visible. When soul merged we’d increase damage by 15%+- (taken from pet). In an advanced scenario I’d love to see the stats of what ever beast we merge with be added to ours. Merge with the brown bear and gain extra vitality, devourer gain toughness, felines gain precision, etc.. according to the stats merged.

Make this an elite skill that lasts for an hour with a 360s cool-down. Make a permit part of the stow feature. Set it so the pet must be at 100% health and in non-combat. I don’t really care but the fact is in certain places (like most dungeons) a pet is more of a crutch then a help. In most PvE scenarios I don’t see this feature being used a lot as it won’t really change the max DPS of ranger but in places where our pet is auto killed I’d rather not be ham-stringed by the pet and be in control of the damage.

—Dallywolf

New ranger skill to make us "special" in WvW

in Ranger

Posted by: dallywolf.1906

dallywolf.1906

Personally I think that our Healing Spring should also res allies within the pool. Run in drop a spring around three downed allies and res them at the same time. Kinda match the Search and Rescue function and make having a ranger around in dungeons and WvW more meaningful.