Showing Posts For logosloki.3958:
Asuran Mesmer. Portal bomb too strong.
I think I like the new Kessex Hills. Before that Rata Sum was the best for me.
It would be interesting to see what builds people could come up with. That being said Mesmer already has two solid elite skills (Time Warp and Mass invisibility).
The POI is on the southern side of the tower so scoot around via land to get around. Also the Debuff only covers the top bit of the water, if you swim down you should get rid of it.
Many solutions suggested involve complex mechanic changes and balancing. Let’s assume the game mechanics stay as they are. Reset nights are still heavy populated on most servers. 95% of the matchups are decided on Sundays. The WvW is meaningless past there, whether you win or lose as a server.
Simplest solution: instead of one 7day matchup have 7 one day mathchups. Each night is reset night. Each night battles have meaning again. A server could be crushed 6 days but mobilize and win the 7th. Each day you get points.
Right now in NA silver there is no way any server will beat either FA or SBI over a week – so the direct matches are all that matters. With 7 1day matchups, losing points to a mid population server could still happen.
I know that the 7 day matchups were introduced back when siege and upgrades were very expensive. Not anymore. I’m sure all servers would like the “start fresh” each day since it brings a lot more meaning to WvW fights.
Not a terrible idea really. Though I think maybe two or three day match ups more than one day. That way if you get a good match up then you get more play time.
http://gw2dragons.com/dragons/leaderboard
leaderboard that tallies up dragon kills, enjoy :P
If it was a 20s cd it might of seen some play, especially since it seems to be designed to be a competitive heal choice for the current content.
I went to get the Arah waypoint in case I ever want to run the explorable (or story). Malchor’s leap was pretty easy to get through, I only mis-timed the catapults at the end once, Straits on the other hand….never again.
The winner though for a single waypoint rather than a map most definitely goes to The Splintered Coast Waypoint. It is contested while the pseudo-pres are going for Tequatl, it is contested for Tequatl, it is contested after Tequatl. The only time it is any use is when Tequatl is about to come up and the last one was a loss since you can dodge into the rotmouth which is handily beside the waypoint, down, then heal up so you don’t get sent to the Brooloonu Waypoint. Though I stopped doing that because I figure it must count as an exploit.
don’t sell the t2, buy the t1 with a 10s or so I will take to buy a thousand of them.
I get about two scraps for every five chests I open. Granted I got two full tickets in my first 10 chests so it is RNG is RNG.
The thing I found about leveling alts in this game is that how boring/fun it is is down to what you do on your main. If you are like me and dabble in dungeons, wvwvw, crafting, personal story, world bosses, champ trains, 100% completion hunts, etc and you don’t mind a slower pace then leveling alts is enjoyable. If you are leveling a new main and only really enjoy certain parts of the game, you’re going to have a not so enjoyable time leveling alts.
The only thing I would like really is if the waypoint system was account bound. There are some times where I want to go to a particular area with an alt, or more precisely get to a dungeon and realise I have to walk entire maps. Just a little niggle really but it would be nice if it were so.
Make a female Asura. Their Greatsword stances make it look like their about to cause some massive hurt.
Just going to post this here:
I have a few suggestions for making WvW a truly competitive element of the game:
[SUGGESTION]
Seperate WvW from PvE:
- Delete all PvE gear in WvW:
- One armour tier, and the choice of one free starter set [PER CHAR] of the stats you want. Gain new stats through playing WvW (badges).
- One weapon tier, and the choice of up to 4 free starter weapons [PER CHAR] of the stats you want. Gain new stats through player WvW (badges).
- Runes and sigils: ‘unlock’ through badges (one-time buy, eternal use after).
Skills and traits: Accessible for free.
- Uplevels and max levels:
- Make everyone the same level and strength (no difference between uplevel and level 80).
- Everyone has same stat tier available from the start.
- Armour and weapon skins:
- All the armour skins you have in PvE can be stored in WvW locker and collected for a small fee (comparable to trait refunds).
- Any new skins can also be unlocked through badges if you don’t have them in PvE.
- Skins are account-bound, not soul-bound and available for unlimited use after unlocking.[SOLUTION]
1- Ascended gear: don’t bother about it anymore.
2- Alt-friendly.
3- Still provides a goal, but disables power creep.
4- Balance between players.
5- Class balance in WvW is now split off from PvE and can be monitored more easily.
you can’t have stats on gear – that would cause an imbalance. Also it should be like s/tPvP where you have access to the full runes and sigils and orbs – for free. In fact it is even better since that means they remove perplexity runes from the game, which is like topic number five (Warrior, Ascended, Berserker, Living World then Perplexity runes seems to be the order of complaints).
So really, at the end of this all. The solution is to make WvWvW like sPvP and tPvP where it is completely segregated from PvE, maybe make it that you can convert PvE gear to WvWvW so you can keep you weapons and armour as skins (and therefore make everyone have to acquire it twice). To make it super balanced like sPvP and tPvP all runes that available in these formats will be included, no stats on gear, except for one amulet and one gem. The WvWvW rank system will now provide only titles – no points to spend on making you better or more efficient now, that would unbalance this whole scheme. In addition, you can’t get any passive benefit from wvwvw, so no crit success on crafting, no max health increases, etc, as that would be unbalancing. Bloodlust goes (I can see the cries of….oh? that’s joy? cool, one good thing) and now the battleground maps are all separate instances from each other that you can’t map hop around to (you have to enter the wvwvw mists neutral zone and choose a new battleground when you arrive – can’t have it too easy for the zerg to move now).
You know, as silly as this sounds, if they had of just done this in the first place they would just have a small minority of people complaining about no open world pvp and there is the possibility that wvwvw might not of been as massively popular as it is now and could of just gotten away with making the eternal battleground. Then they could of devoted resources to GvG, maybe even guild forts and what not.
I love slippery slopes, they allow the mind to run rampant.
Dragonite ore and time gating are the sources of most complains.
Yea but you also get the crazy people that are like zomg it’s TOO much! I should be geared the instant I hit 80.
I’ll get rotflstomped everywhere in WvW without it!
Etc.
Those people can be safely ignored since they are also the type of people to stomp on joe level 2 with his not even complete whites before ascended weapons came about and are now scared that joe is gonna come back and he gonna ask them to squeal like a pig. And Joe ain’t asking nice no more.
The only problem I have is that there needs to be better access to ascended backs and ascended weapons outside of fractals and crafting respectively. I can understand with the ascended weapons at least being new and them collecting metrics on a live source to see what they should change and what not. But both should be accessible from multiple paths much like how ascended accessories can be accessed from several different types of play mode. Maybe everything should be less gatey though – especially with ascended armour on its way.
Did you miss some exotic gear for your exotic dummy? Because I get 104% crit damage not 86% crit damage.
edit: In fact you must of missed something since even without food buffs, bloodlust or might, with d/p I get 2239 base power for exotic zerk/zerk orb/ruby dummy not the 2089 you list.
(edited by logosloki.3958)
@Vanthian, could you please post your build for your notes? It’s a bit hard to follow your calculations for us non-thieves if you post a build that isn’t listed in the thief sub forum. Granted it could be under a title somewhere in there but the search function for these forums are kitten.
(edited by logosloki.3958)
yes, yes you are indeed.
this isnt new and it will be fixed in 2015
fixed for greater accuracy.
A way to change the cmd colour would fix this since people would accept say blue is main zerg, red is rotating for bloodlust, green is sabotaging supply, etc.
No you don’t need to craft but I do recommend that you at least pick up cooking since you only need 2-3g to level that one up to max and so can get a few levels up from it.
Nix Shadow Knight. Promote Risen Knight as the class name. They can be the heavy class for necro bros.
Tie endurance to a stat that isn’t on berserkers gear. Maybe vitality, maybe something new. Doesn’t matter. Now people who are in full berserker can’t dodge much at all.
Vitality, toughness and healing power. So, full bunkers could dodge the best, hybrids a bit worse, and zerkers would have to be very careful not to waste their dodges on something that wouldn’t kill them outright.
It’s actually a pretty neat idea.
So now, instead of three warriors, one mesmer and one guardian who can be switched out for a warrior for the ultimate dream team in dungeoneering, you have three zerk warriors, one zerk mesmer and one bunker guardian who will be able to heal the group by flipping around with an insane dodge metre and probably all of the vigor in the world to recharge it.
If this were to were somehow to happen I would roll an asura guardian. I would name her xxXYodaXxx.
Edit: I have the female asura guardian already to go now – named Xxxyodaxxx since the game seems to sensibly have rules for naming your character.
Uh, no. Make it so fully statting for dodges gives you about the same dodge capability as you have now. Or come up with other solutions. Use your imagination.
So where is this flat cap reached or where is the point on diminished returns make dodge capabilities the same as current? Rare stat budget? Exotic? Ascended? Remember, ascended weapons and accessories are in the game right now and ascended armour will not be too far away. If you set the cap/returns plateau too high then you get an even larger elitist effect since people wont take certain because they don’t have dodge cap and other players will opt out of content that requires dodging in favour of the easier content – this effect of players mass opting out of content because of mechanical decisions, real or perceived, can be observed with tequatl. If you set the cap/returns too low a stat then all that will happen is people will stat up to the point where diminished returns make it infeasible or in the case of a flat cap they’ll just hit it and stack zerker or equivalent.
It doesn’t solve anything. In fact, it would make the problem even worse as now the players with the same current dodge also have, depending on how you derive dodge high vitality, toughness, healing, other stat or some complex relation between the three. The food and oil/stone/whatever buffs would need to be reworked since there are %defense to offense conversion buffs which, if not modified would leave “elite” players with a definite advantage in terms of raw power vs defensive capability. And finally, one mesmer, one guardian and three warriors would still be the group du jour as this group already mechanically covers for each other and responds the best to bunkering.
There are probably things I have left out and things I may not have explained better than I could of to be honest but, this is what I thought up when I made the comments, if you had used your imagination you might of come across some of these points and insights.
So you can’t immediately make the math work and your speculative fears scare you, so the idea could never work ever. Right.
Not that the idea wont work, but that the idea doesn’t change anything for the general populace, in fact, the idea may make them worse off. The one sentence quip given didn’t even address the simplest of the points made: Cap or Diminishing Returns, at what quality of gear is this budgeted out on and how is dodge calculated? Is it by one stat, by a ratio of defensive stats; is it a special stat: like boon duration and critical damage; how food buffs interact with dodge, does this mean that vigor needs to be reworked?
Tie endurance to a stat that isn’t on berserkers gear. Maybe vitality, maybe something new. Doesn’t matter. Now people who are in full berserker can’t dodge much at all.
Vitality, toughness and healing power. So, full bunkers could dodge the best, hybrids a bit worse, and zerkers would have to be very careful not to waste their dodges on something that wouldn’t kill them outright.
It’s actually a pretty neat idea.
So now, instead of three warriors, one mesmer and one guardian who can be switched out for a warrior for the ultimate dream team in dungeoneering, you have three zerk warriors, one zerk mesmer and one bunker guardian who will be able to heal the group by flipping around with an insane dodge metre and probably all of the vigor in the world to recharge it.
If this were to were somehow to happen I would roll an asura guardian. I would name her xxXYodaXxx.
Edit: I have the female asura guardian already to go now – named Xxxyodaxxx since the game seems to sensibly have rules for naming your character.
Uh, no. Make it so fully statting for dodges gives you about the same dodge capability as you have now. Or come up with other solutions. Use your imagination.
So where is this flat cap reached or where is the point on diminished returns make dodge capabilities the same as current? Rare stat budget? Exotic? Ascended? Remember, ascended weapons and accessories are in the game right now and ascended armour will not be too far away. If you set the cap/returns plateau too high then you get an even larger elitist effect since people wont take certain because they don’t have dodge cap and other players will opt out of content that requires dodging in favour of the easier content – this effect of players mass opting out of content because of mechanical decisions, real or perceived, can be observed with tequatl. If you set the cap/returns too low a stat then all that will happen is people will stat up to the point where diminished returns make it infeasible or in the case of a flat cap they’ll just hit it and stack zerker or equivalent.
It doesn’t solve anything. In fact, it would make the problem even worse as now the players with the same current dodge also have, depending on how you derive dodge high vitality, toughness, healing, other stat or some complex relation between the three. The food and oil/stone/whatever buffs would need to be reworked since there are %defense to offense conversion buffs which, if not modified would leave “elite” players with a definite advantage in terms of raw power vs defensive capability. And finally, one mesmer, one guardian and three warriors would still be the group du jour as this group already mechanically covers for each other and responds the best to bunkering.
There are probably things I have left out and things I may not have explained better than I could of to be honest but, this is what I thought up when I made the comments, if you had used your imagination you might of come across some of these points and insights.
I think Mesmers want what Guardians want: Out of combat movement speed. I have swiftness at 100% uptime thanks to centaur runes which means I only lag behind the zerg in wvwvw rather than being left in the straggler’s tail.
Tie endurance to a stat that isn’t on berserkers gear. Maybe vitality, maybe something new. Doesn’t matter. Now people who are in full berserker can’t dodge much at all.
Vitality, toughness and healing power. So, full bunkers could dodge the best, hybrids a bit worse, and zerkers would have to be very careful not to waste their dodges on something that wouldn’t kill them outright.
It’s actually a pretty neat idea.
So now, instead of three warriors, one mesmer and one guardian who can be switched out for a warrior for the ultimate dream team in dungeoneering, you have three zerk warriors, one zerk mesmer and one bunker guardian who will be able to heal the group by flipping around with an insane dodge metre and probably all of the vigor in the world to recharge it.
If this were to were somehow to happen I would roll an asura guardian. I would name her xxXYodaXxx.
Edit: I have the female asura guardian already to go now – named Xxxyodaxxx since the game seems to sensibly have rules for naming your character.
(edited by logosloki.3958)
There is an obvious reason anet has done this. As another poster mentioned, there is a huge amount of candy corn floating around. They made a mistake last year and made the corn far too easy to get, which they corrected this year. Now they have added in these recipes to empty the economy of the excess corn.
It would be easier for ANet to buy out them from the TP as pressing palyers to do such a grind just to remove some amount of things from the game. i’m sure after the event it will be much more candy corn floating around as before.
That would be a terrible idea. In order for the devs to do that, they would have to artificially inject gold in to the economy. That would be a sure way to screw up the in game economy very quickly and would not solve the problem.
Not necessarily. They can offset by buying the items with gold derived from permanently banned accounts. This has been done successfully on some games when the economy of the game threatened to go into recession. This is a little harder to do in Gw2 since each realm would have a segregated pool based on what realm the character was on at the time. This, funnily enough would also fix some of the problems that banned accounts cause to obtuse economies like the typical mmo has.
I think the best villain in this case would be one you never get to actually kill. I proposed this as a possibility in the Krait thread, but it works as an example here too.
Imagine the Krait are building one of those prophet ascension pillars in Kessex Hills. When it’s done, the wannabe prophet priest shows up, he throws some people on a pyre or whatever and ascends. We try to stop him, but we’re foiled at every turn, and at the last moment, right as we get to him, he ascends. He’s now somewhere we can’t go and that we know absolutely nothing about. The only thing we do know is that the Krait are very convinced that that guy and many more like him are going to invade Tyria one day with an army big enough to wipe everything that’s not playin on team Krait out.
Scarlet is a perfect villain.
We take these two ideas and put them together! Scarlet wants to hijack an ascension ritual because she just knows how they work but what is on the other side is unknown to her and it irritates her. She succeeds! But now she is gone. Probably automagically converting all the krait over on the other side to loving/worshipping her. Maybe she can take the bloody prince with her and they can have a baby.
Mesmer: Mantras release their effect at the end of charging them as well as giving two charges to utilise. I was going to say you gain stability while charging a mantra but that would be far too broke for this game.
Seems like what quite a few have been asking (tho mistakenly labeling it trinity), have meaningful non-dps builds. That is, stat lines that actually make a noticeable difference when not boosting damage output.
There are two reasons for why we do not have that today, SPVP balance and mob design.
The first is that boosting non-damage will result in a stagnant SPVP play style, where people use builds that enable them to sit on points all day with the other team going all out on them.
the second is that mobs outperform characters in both health and damage output. This makes non-damage builds futile as they just increase how long the players need to concentrate on the fight rather than reduce the players workload.
Given that, what is needed to change is not the PVE build options but the mob design. They need to attack more often, but do less damage pr hit. And they need to have less health and instead make more use of boons and heals.
This put them more in line with SPVP builds, allowing players to use more of their profession’s toolbox of skills against the mobs (boon strippers/converters, interrupts, and so on).
Btw, at least two of the big bads in the labyrinth are prime examples of bad design. The big elemental is basically a overly long trick fight (stand in randomly located puddles, but do not stand too long, to defend against massive andy corn barrages). And the Lich can simply be dogpiled.
I would actually be interested in this more. There are plenty of mobs that use one skill (skales and their regen, basilisks and their daze breath) but it would be interesting to see some mobs use several skills.
I can’t follow any sort of guide because Anet seem to change the recipes all the time.
What? Going to need more details here.. Their recipes rarely change, except for translation strings.
I’m using gw2crafts.net atm. Is there a better up to date guide?
Define better. And my guides update based on current prices every 30 minutes.
I’m using your guide to level weaponsmithing. I like it how it updates, I’m always like :o
you want people to come to tequatl? how about they move the waypoint into that building that is near tequatl and make it NOT be contested 24/7. Then people will come. Or at least it will be a sometimes on the world boss train.
Having just started playing SPvP I would have to say that the sigils/runes/jewels/infusions idea would be nice. In SPvP the runes, etc they allow are free to purchase and can be added into your PvP locker. While maybe making people have to acquire them first, a similar system could be implemented for the PvE side of things which would make it great for re-gearing.
because I’m a sucker for the “tech” race and asura offered “magitek” with some awesome design aesthetics. The architecture really did lock the choice in for me. After all why wouldn’t you play the race whose capital has a floating cube above it?
Join the Asura masterrace.
If you are finding the rank so hard to get just roll a couple of fresh characters and push them through for easy rank ups.
I’ve only been here since september so I don’t really have a broad range of living story experience but from the recent past
Fractals: I did my first set of fractals a couple of days ago and apart from showing I need to go and try the jump puzzles so I learn how to control my movements better I found them interesting overall
Jubilee: I knew the “twists” I enjoyed the zone but I wasn’t in a guild and didn’t get the dungeon finished so I never got to go back to it. I’ll get it done later – honest!
Clockwork Chaos: I thought it was nice that there was shoulders and got interested in past rewards and guildies filled me in that they are mostly backpacks and I was like
Super Adventure Box: Again, horrible at jumping. I like the feel of the event though, more of a diversion and wind down for people who like the retro feel and want a break from the “real” game. Also since I wasn’t around for round one I don’t suffer from content fatigue from the event so maybe the event will be different for veterans
Teq, Boss week: I like teq, well I like him/her/<dragon pronoun> since I have only been there a couple of times for achieves, I hate the fact that I am on Kaineng and can’t reliably get a teq running and beat it on the times I am on. I hate the waypoint just outside with a passion – since it exists but is perma contested
So, Fractals – good but I need to learn to jump/move better. Teq – zzzzzz after I finally got a kill. Not fun to be there for a consolation prize when I know that our server can down the boss.
They did make shoulders for scarlet’s little shingdig so they are capable of it. Some head pieces would be nice.
snip My condition warrior is far easier to play than my necro and just as effective, if not more, in a small group fight.
That doesn’t count. That is against Kaineng :P
Joking aside, while I do love my mesmer, I think I might need to look into necro…
They could throw a bone and give it the stats of minor borderlands buff as well as the find stats….just make it so that it is overwritten when you have minor borderlands.
I had this build saved while I consider it. It is three months old and I have only been playing for a month and a half so I don’t know if there were any changes which would make this less/more viable. It is a staff with scepter/torch condition build.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-The-Blackwater-Mesmer-Condition-WvW