Showing Posts For maragikat.3210:
+1!
I especially dislike having to leave/not rep a guild because one or two people drive me absolutely bonkers in guild chat. Please address this ANet
Earth Magic XI (Rock Solid: Grant stability (2s) to nearby allies when attuning to earth) is not functioning properly.
Stability is NOT being granted when attuning to earth with this trait (XI), it is instead being granted when the trait VIII (Serrated Stones: Bleeds you inflict last 20% longer) is active.
As seen here (http://i.imgur.com/PXsXxwP.jpg) I am getting stability when attuning to earth with VIII active, but with XI active (http://i.imgur.com/v7jY0T5.jpg) no stability is granted.
I believe these traits have been switched (I at first thought XI was simply broken, but switched traits to find my stability return).
Hi there! My friend and I are looking for a small-medium sized guild that we can primarily run dungeons and daily fractals with (and rep for most of our game time). We both have Dungeon Master and enjoy helping people learn new dungeon paths. We’ve been in large guilds and they are not our cup of tea, so if your guild has 150+ members with more than 25 on at any given time, we would respectfully like to decline your offer in advance.
Please also note that we are NOT going to be transferring – Devona’s is our home.
I’d like a respone from a dev if possible: what are the enemies categorized as for SE path 1 (Inquest or Dredge)?
I’m aware that the path is filled with Inquest but I read a post that I can’t locate stating that the Gravelings in AC are categorized as “ghosts” for the purposes of simplifying the dungeon potion’s usage – does this mean that SE is the same? (Everything is classified as “dredge,” making dredge slaying potions the most effective.)
A friend and I are looking for a guild that regularly does Guild Missions – preferably one that won’t boot us for not representing all the time. We’re members of smaller guilds that do not and will not have access to Guild Missions for awhile to come & we’d like to start accumulating commendations. Currently on Devona’s Rest server – we will not be transferring.
Please reply here or message me in-game if your guild offers its services to commendation leechers~
I love mixed sets – I make way too many~
Professions & pieces from top to bottom:
1. Mesmer
Demon Mask, Arah shoulders, Whisper’s chest, Cabalist gloves, CM skirt, SE boots
2. Mesmer (same mesmer, but she’s had a makeover between the two sets ^^)
T2 headpiece, Invader’s shoulders, HotW chest, CoE gloves, Light Rubicon Leggings, Karma boots (Timberline Falls)
3. Guardian
T2 shoulders/gloves/boots (working on HotW shoulders though), Vigil chest, karma legs (Superior Duelist, I believe)
4. Elementalist
Storm Eye, Acolyte shoulder/chest/gloves/boots (crafted, not dropped), Light Rubicon Leggings
5. Warrior
HotW shoulders, Whisper’s chest, Arah legs, CoE gauntlets/boots
6. Thief
HotW mask, TA shoulders/boots, T2 chest, CoE gloves, Vigil legs
7. Engineer
Krytan mask, SE shoulders, Krytan chest, Reyna’s gloves, T2 legs, T1 boots
Staff, and every other weapon ele can use, is viable as a support or damage-oriented role. In the end it boils down to preference. Choose the weapon you want and build accordingly. I personally carry one of every weapon I can use and swap when I feel like it (or when projectiles are reflected constantly..)
I don’t understand how staff works. Here is my problems: when I use it, I always feel it is slow and passive. It works better if there are some people tank for me. But the idea of standing stationary in a long distance and drop some slow nukes do not seem very engaging. I can kite melee mobs with staff, but it seems much slower and rigid compared to D/D.
It would be cool if some experienced staff ele explain how it actually works.
Staff can be very mobile if you choose to run around and dodge like a maniac. You can also be stationary if you so choose – neither way is wrong or right. I find when I’m using staff, I use my skills to keep distance (chill, immobilize, fire 4, etc) whereas with daggers, I’m constantly chasing a mob to land hits.
I really like mantras I find this build works very well in dungeons (I have ~1000 healing power so I heal my party quite a bit per mantra activation & I can heal, condition cure, and such while disabled because mantras are instant.) Mantras require a bit more of an “active” or alert playstyle b/c you have to remember to keep them activated for use, but I enjoy them.
I may be mistaken but I thought the party heal was when you were charging the mantra, not activating it?
Yes that’s correct :P I usually refer to activating as the initial casting time – charging would have been a better choice of words.
I run a support mantra build for pve: http://www.gw2db.com/skills/calc/mesmer#0|0|0|0|0|0|0|30|1764|1744|2301|15|1759|0|0|0|0|0|0|20|2319|1823|0|5|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|
The main focus of that^ is the grandmaster Domination XI trait, giving mantras 3 activations, and the master Inspiration trait X for the party heal on activate. (The rest is changeable – I switch my build around a lot, but this is what I’ve done in the past.)
I also throw in condition removal on the minor Inspiration (I hate dying due to conditions). I use full cleric’s gear with undecided runes (I’m debating whether to try Superior Altruism or not – probably will.) I use sapphire earrings/amulet and ruby rings.
I personally use a greatsword with sword/focus on swap. (I don’t recall my sigils right now, but I believe one of them is bloodlust.)
My utilities are usually 2 mantras (I forget the names, the one that cures 2 conditions, and the one that grants stability), with the third utility slot being either feedback, blink, or mirror images. I change my utilities a lot though – some situations don’t require the stability mantra, for example, so I’ll swap it for something more appropriate.
I really like mantras I find this build works very well in dungeons (I have ~1000 healing power so I heal my party quite a bit per mantra activation & I can heal, condition cure, and such while disabled because mantras are instant.) Mantras require a bit more of an “active” or alert playstyle b/c you have to remember to keep them activated for use, but I enjoy them.