Showing Posts For kowolo.7619:

2x Chrono vale guardian no green circle

in Mesmer

Posted by: kowolo.7619

kowolo.7619

This is actually pretty easy to do now with the SOI changes since you can now keep 100% quickness/alacrity by just spamming skills off of CD so you don’t have to try to sync your rotation with the green circles.

The easiest way imo is to alternate signet of inspirations and signet of ether for the distortion, saving your F4 as a backup in case you mess up. This allows you to spam the rest of your skills for alacrity and quickness upkeep.

The only thing to watch out for is to refresh your phantasms and proc your traited SOI right after the green circle, since there is a cooldown on the distortion share. General rule of thumb that works pretty well (since green circle is about a 5 sec channel) is to not proc the traited SOI or other distortion if a green circle is already channeling.

When this strat, it is best not to move. Moving just spreads out the team and risks someone being outside the distortion share radius. Also, moving is pretty pointless as backspawned green circles no longer matter. We generally stack on the edge of blue and red. In phase 5, just heal through the single floor aoe that you can’t avoid. Pretty easy with 2 druids.

Raids are too stressful (for pugs)

in Fractals, Dungeons & Raids

Posted by: kowolo.7619

kowolo.7619

At OP:

1) Focus on improving instead of getting the kills. There is always something you can personally improve on regardless of how bad the pulls are. If you think there is nothing you can improve on, you probably aren’t experienced enough to know when you are doing something wrong.

2) Gauge the skill level of the team in the first few pulls and leave if they aren’t up to par. If the group is wiping repeatedly and the commander is not making adjustments, it is unlikely the group will progress.

3) Pugs where the majority is guild or static group looking for a few fillers tend to be more organized than teams where everyone is a random pug. Although point #2 still applies.

4) Multi-class and play classes that have the most impact in each fight. It is hard to completely solo carry raid fights in this game, but it is possible to carry large portions of the mechanics.

Examples relevant to encounters are you struggling with:

VG: Number one reason for wiping at VG (imo) is missed greens and poor movement in phase 3 and 5. Solution is to play as the chrono-tank. That way you control the movement of the boss, and can distortion all the greens so even if circle team misses, you at least save yourself and four others around you.

Sab: Usual reasons for wiping are due to missed cannons, time bombs, and flame walls. Solution is to play as herald. You can stack for all the time bombs, taunt and throw every green bomb (and even if the cannoneer misses you can throw yourself and get half the cannons), and stability during flamewall to prevent people from getting kicked in.

KC: This is a really simple fight where the only person with an important job is the orb pusher. So play as something that can push the orb. Spirit merges usually occur when people get confused on where to go, so just step up and assign people to greens and call out when they should swap on fixate.

Xera: The majority of the fight is based on the tank. So I suggest playing as the tank (I prefer chrono so you can also help pull in adds that spawn). Learn the patterns and call out the shards to clear.

Sitting on a PS warrior complaining about what other people are screwing up isn’t going to get you anywhere. To succeed (especially in pugs), you need the mentality of “if you want it done right, you have to do it yourself”.

Finally, I suggest you spend more time practicing and less time posting. The raid community isn’t huge and you tend to run into the same people over and over. Probably not your intention, but your posts come off as entitled and arrogant, and most likely isn’t doing you any favors in getting accepted into good groups.

Goodbye casual AC PUG groups!

in Fractals, Dungeons & Raids

Posted by: kowolo.7619

kowolo.7619

If you don’t care about kill speed, spider queen is actually really easy even with low dps. Just have to take out the flame turrets and little spiders first. Then, just go in with a ranged weapon and shoot her from 1 side of the room. For some reason, the spider queen doesn’t really move.

She only has 3 attacks: aoe poison, a melee bite, and a net thing, which she does in that order over and over. But since she doesn’t move, the melee bite and the net thing (which is pretty short range) don’t even matter. Just stand on one side (next to a wall helps reduce her aoe spread), and whittle her down. When she shines and shoots her aoe, take 2 steps and walk to the edge of it, and repeat. If the area around you is covered in aoe, walk to the other side of the room and repeat. But if you don’t move much, the aoe should overlap and there should always be free space around you.

A condition removal is nice if you get hit by the net. Remove after all the hits are done, or dodge right after remove, or you just get stuck again. Although, usually its very rare to ever be in range of the net, since she usually just sit there in the middle of the room doing nothing until her AOE is up again.

Not sure maybe its a bug? Make more sense for her to chase players around if they are out of range.

Why duel wield agility is no good Updated

in Warrior

Posted by: kowolo.7619

kowolo.7619

DPS isn’t same thing as “how many hits you get”. It’s average damage per second. In other words, total damage per total time.

DWA keeps your total damage same but decreases total time, even with one hit.

Ya total damage time in 9 secs was the same. with and without the trait thats what I am arguing. DWA doesn’t do more damage in the same time until the 10% increase has time to equate into more DPS.

The whole point is it takes more time for DWA to show real world increases. So under less time no real world increases happen. And if DWA isn’t given the time to equate into more hits in the same time by using off hand skills or stop attacking then the trait helped you none.

Logic fail.

Assuming without DWA 1 atk per 1 sec, and with DWA 1 atk per 0.9 sec. In a given interval of 5 seconds, they both hit 5 times and thus do the same damage.

However, let’s say a mob dies in five hits. Without DWA it will take 5 seconds to kill, with DWA it will take 4.5 seconds to kill. Hence 10% faster, and DWA increases your dps by 10%.

Aeons of Vengeance [AoV] is recruiting on SBI

in Looking for...

Posted by: kowolo.7619

kowolo.7619

Still recruiting! We are a laid back group that run dungeons/fotm every night, and guild missions once a week.

Why is the drop rate of badges so bad?

in WvW

Posted by: kowolo.7619

kowolo.7619

I got over 700 badges in less than a month.

I believe the badges drop more to the party that did more damage to the objective, atleast that’s what I heard.

From past experience, this seems correct. I think when a person is killed, people who did higher damage have a higher chance of receiving badges. I don’t think it is an equal chance for everyone that tagged the kill.

I could be wrong and it might just have been a lucky RNG streak, but I say this due to the following. Initially I did WvW for about 2500 kills on a guardian that usually ran in whirl wind/binding blade and tagged many people in zerg battles, but in 10 kills I might get 1 loot bag. In 2500 kills I got around 250 badges. Then, I decided to try a glass cannon rifle warrior. I only hit 1 person at a time, but I hit like a truck and usually took well over half of each person’s hp. And badges dropped like candy. Got a brand new stack of 250 badges to finish off my gift of battle in only 700-800 kills. Also, I found I got a lot more loot in general as well.

Again, it could be strictly RNG, but give it a shot. It worked for me so it might for you as well.

Disconnected at the final phase! [Merged]

in The Lost Shores

Posted by: kowolo.7619

kowolo.7619

Sigh.. happened to us too.. 1-2 min more would have been enough =(

Attachments:

Critical Chance vs Critical Damage

in Guardian

Posted by: kowolo.7619

kowolo.7619

If you have 0% crit chance, you will do 100% base damage.
If you have 100% crit chance, you will do (150% + crit dmg) base damage.
If you have 40% crit chance, and 30% crit damage and do 100 hits, you will crit (on average) 40 times and on those 40 hits you will do (150+30) = 180% base damage. The other 60 times will still do 100% base damage.

Crit chance * total crit damage only accounts for the damage done through criticals. What about the other hits?

Example using berserker vs rampager trinkets:

You had:
Rampager → 40*1.8=72
Berserker → 35*1.96=68.6
Notice these damage numbers are actually percentages of the base damage. But they are less than 100% of your base damage. This is because it is missing the 60% normal hits for rampager and 65% normal hits for berserker. So adding those on will actually give

Rampager → 40*1.8 + 60*1= 132% of your base damage overall
Berserker → 35*1.96 + 65*1 = 133.6% of your base damage overall

So actually berserker gives more overall damage, even without accounting for the power difference.

Critical Chance vs Critical Damage

in Guardian

Posted by: kowolo.7619

kowolo.7619

Your damage calculation seems wrong. The damage output should be: (CritChance%*CritDmg)+(1-CritChance%)

With your formula, a crit chance of zero would mean you do no damage, which is simply not true.