Showing Posts For saden.6942:
As a warrior I take umbrage to being called “Aromatic”, pungent perhaps, maybe even going as far as seasoned, but aromatic was just hurtful Anet.
I’m actually confused about their use of the word aromatic as it tends to refer to a pleasant and/or distinct smell. In other words, it’s either pleasant or it’s not so pleasant, but it’s a curious smell nonetheless.
I assume they meant B.O. which is not pleasant OR curious. Meh…
[sarcasm]Way to pickup on sarcasm.[/sarcasm]
What…I cant subtly troll in a somewhat anecdotal thread about the vernacular of NPC’s?
What kind of a world do we live in?!
As a warrior I take umbrage to being called “Aromatic”, pungent perhaps, maybe even going as far as seasoned, but aromatic was just hurtful Anet.
I’m actually confused about their use of the word aromatic as it tends to refer to a pleasant and/or distinct smell. In other words, it’s either pleasant or it’s not so pleasant, but it’s a curious smell nonetheless.
I assume they meant B.O. which is not pleasant OR curious. Meh…
Warriors don’t understand the phrase “nerfed to the ground” yet.
Hammer dps got nerfed by 40% fourty kitten percent if you want to pick UF,cleansing ire and fast hands guys.If you go full zerk you only lose 20%.Pretty small nerf huh?
Thank god they said they don’t want to nerf to the ground a class and they will do it moderately ? What is next then? 150% damage nerf in january probably.
Thought I would just point out your “40% nerf” thing is not how math works. Just because one skill was reduced by 23% and the other by 20% that does not equate to a 40% over-all nerf in hammer DPS. Actually, if you were to consider only those two skills to be in the Hammer-skills kitten nal the nerf would be somewhere around 21%, but alas they are not the only skills you can use…
Warrior drama queen much? A 20% DPS nerf on a CC-heavy weapon seems reasonable.
Ummm…learn to play?
Seriously, I do this achievement quite easily outside of Kessex. Try doing Ogre-Wars solo (can be difficult) or with several friends/guildies/random people. The Vets that spawn might spawn with Toxic Corruption. If you have more people then you get more Vet guards at the end (I think you can get like 20 of them). I would think maybe 5-6 [or more] of them would have toxic corruption buff. I usually get the daily done just on the Vets before those…
Also, temple events that spawn Vets/Champs are the same. Literally ANY events that spawn vets or champs has a chance for them to spawn with the corruption which would count. Stop whining about having to find three (THREE!!!) mobs with it on them. Takes me 10 minutes to finish it…
1-5 = 1-5 because that placement is actually intuitive
6 = c because heals have quite the cooldown attached to them anyway
7-9 = t,f,v utilities mostly don’t need really fast reaction times, or you can guesstimate when you will have to react fast
0 = x again, long cooldowns, still quick to reach
weaponswap = q enables you to somewhat reliably hit on-swap effects, plus after weaponswap I can easily hit 1 again
dodge = e still an old habit from WoW. I put the skill with the most critical timing on e (used to be dispel in wow)
F1 = r made sense for warri and necro, turned out to be good for guard as well
F2, F3, F4 i haven’t used on my chars so far. I put them on F4 and F5 for now, which i kinda like
I set-up similarly to this, however I put F1 on mouse 4. I find myself zerging a lot lately (in PvE at least) and Virtue of Justice is great to spam the might + blind in groups of mobs.
I was just tired of actually clicking some skills [like my elite]. Some skills I still like to click just because I don’t want to use them at incorrect times, but otherwise what you said I pretty much set-up the same way. I AM thinking of moving from WASD to ESDF though, but I doubt I will because WASD is just muscle-memory at this point.
For weapons it seems you already hit the nail on the head: the smaller weapons are going to get less attention because there isn’t much to them while the larger weapons get more because there’s more to work with. Also, there are some great focus, swords, maces, etc. skins.
For armor I’m not entirely sure. Heavy Armor is metal so perhaps it’s easier and more fun to design where as with Light/Medium armor it’s a cloth and they have to keep true to the material’s ability to function (metal is rigid whereas cloth is not). I think there are some great mix-and-match capabilities with any armor type though. To be honest, I made a Sylvari Guard and I HATE the way he looks. Human-heavy armor characters look the best in this game. . . at least in my opinion. I’ll stick with my Sylvari though.
So I know people re-assign their keys (like F1-2-3 are now keys R-T-Y for example). I’ve kept mine as F1-2-3 because I have giant hands and I’m just fine with moving my fingers around, but I am thinking about re-assigning everything to keep it in one place on the keyboard and make things run smoothly.
Anyone have any suggestions on how they’ve set their’s up?
I’ve seen some SS’s and videos with different key assignments, but they don’t always seem to make sense. It’s almost like they assigned them when they were level 1 and just went with it and never thought to change it around.
Honestly, I’d love to be able to turn off certain effects.
Like turn-off effects that are outside of my group (or the mob). While this would need some though behind it about WHICH effects this actually turns off it would be helpful. There are some effects, like Wall of Reflection, that are nice for an entire zerg to see/use, but an Ele’s comets, or a Guard’s F1 burn on the mob are completely useless to me and they obscure the mob. Hell…in fractals on my Guard I sometimes skip F1 so that I can see the mob and dodge at the right time.
This game is a “twitch-game” insomuch that you have to know when to dodge. It’s difficult to know/learn when to dodge when you can’t even see the mob underneath or behind all of the spell-effects.
The “clutter” is not the UI imo it’s the spell-effects that fill your screen and would give an epileptic person seizures.
I can really only speak for Guardians [though I’m not representing EVERY Guard…I just play one] and say that they have their use in PvP and they might even seem a bit OP’ed in PvP, but in every other facet of the game the Guardian is lacking in comparison with other classes. Ele’s even heal better than Guards and they don’t really have to “spec” for it…
Whenever I’m in WvW I see…well I will rank what classes I see:
1) Warrior
2) Thief
3) Engineer
4) Ranger, Guardian
5) Necromancer
6) Mesmer, Elementalist
That’s what I see. Granted, it doesn’t make much difference in a zerg I don’t think the game should be balanced around the numbers seen in PvP either. It’s pretty much the same in PvE also even though the demand for classes is quite different. Usually people want Warrs, Guards and Thieves for sustainability and high DPS…even though something like 2 Guards, 2 Warr’s and 1 Mesmer can definitely brutalize dungeons, fractals, etc.
I’ll admit (and I think I have) that Elementalists seem to be lacking in numbers and I usually only see them right before I jump them and ruin their AoE fun…
Edit: I did want to add that I always see a CRAP TON of Elementalists when I kill Tequatl, but that’s probably because the conjured weapons do more damage to Tequatl and they are useful.
And I also disagree with your class analysis. Everyone tends to think THEIR class is harder to play and needs some kind of buff. Granted, I’m sure they all need fixes and they all definitely need balancing (though I think Guardian is balanced as is <—-SEE!!?) there is also a complexity to each class that you may or may not see. In all honesty, I don’t think any of the classes are particularly complex and skill usage becomes second-nature when you play them enough. I don’t know what “personal effort” means, but leveling a Guardian itself seems like a lot of “personal effort” to me :o
(edited by saden.6942)
I don’t get everyone’s issue with this dungeon. I did it with 2 Guards, 1 Thief, 1 Ele and 1 Engi about 10 minutes after the patch went in. Set up a group with 1 guildie (rest were pug) and waltzed in. We had no issues up to the oozes. Figured out the oozes after failing for about 5 minutes. We ended up pulling all of the eles in the room and kiting them around as best we could while oozes were led across [it’s important to not let the ooze waste time by trying to attack you by the way].
After that was Sparki and Slick which we figured out after about 1-2 minutes. We actually had the elementalist going AFK randomly so we were 1 short. Killed Sparki first. Slick was a cake-walk and wasn’t really shooting out that much oil (or the person kiting was doing an excellent job and I didn’t notice).
The Foreman was a pain because we weren’t quite sure how to get the achievement (and we didn’t). We wiped once on him because we were just trying to get his mechanics down. After that one wipe he was an easy kill (albeit annoying).
Clockheart was the biggest pain b/c people weren’t listening. Two people ended up leaving (I recall we kicked one because he went AFK and another had to leave for irl stuff). We grabbed two guildies and killed Clockheart easily [well…it was painful, but it only took about 3-4 minutes].
It wasn’t really that big of a deal. I wouldn’t mind doing the dungeon again, but I suppose I can see where the lack of communication can be a problem. However, just b/c you are in a PUG doesn’t mean you will fail. Make sure everyone speaks your language and does actually respond while also making sure the group set-up is feasible. 1 Guard + 4 Neccros for instance is not a good idea. 2 Guards, 2 Warr’s and 1 whatever is pretty good as long as the guards (for this instance) have support along with the Warr’s. This isn’t an all-out DPS instance until you get passed Sparki and Slick. It’s almost like a puzzle-type dungeon which is perfect. I think every dungeon should be similar, but they should have better rewards than they currently have.
Speed-runs, etc. make dungeons seem craptacular IMO.
I’m just curious whether or not other people have seen this a lot lately. I do mostly PUG grouping (which is fine with me) and I find that grouping with other guardians is either extremely helpful for the group or I end up doing all of the work when it comes to the support a guardian brings (although I’m DPS based with sword/focus).
I swear I’ve grouped with guards that never use the F1-2-3 keys. Granted, while you’re leveling there’s not much use to them and they are easy to forget about, but they add DPS, heals and…well..Aegis to the whole group quite easily. You would think with 2 Guards it should be easy to keep them up, but apparently there are a lot of Guards out there that don’t know about them or don’t know their use.
Anyone else run into this?
– a mechanism such that the overall success of said group hinges primarily on 6 players
Quite incorrect. Sure they remove the buff and such (removing poison and buffs people) but the vast majority of damage is done by the zerg. Both are needed and technically it would probably be possible to complete it without using the turrets, if your group did enough damage and were fast enough.
I’m not agreeing with the OP although once I get the achievements done I’ll probably not do Teq again [unless it’s changed somehow or with guild or something]…but what!?
I challenge you to gather 100 people to kill Tequatl without using the turrets. They cleanse poisons, they do massive damage during stun phase, they keep bone-wall from popping up…
If ONE bone-wall pops up that means you are either going to fail or you’re going to cut it extremely close. The turrets are needed because of the way the event is setup. I’d honestly be more comfortable with a mechanic similar to the Karka Queen in which you can throw the Karka eggs at her to drop her “Armored” buff. TTS has killed Teq many times with players that have a variety of skill-levels and I am quite certain that the turrets are necessary unless you can somehow gather 70-100 hardcore players that know exactly what they are doing.
Add me please if there is still space. Thanks.
Didn’t read every reply, but I’ll say this. Not every attribute is good/utilized well on every class. Case and point: Condition damage on Guards. Sure, we CAN build around it, but there are much better builds (much, MUCH better builds). Just like someone said with thieves…they CAN use HP, but there are better builds for the capabilities of thieves.
Well, the new Tequatl fight is going to be permanent content, so you’ll eventually get a chance, though you might miss out on any LS achievements this time around. Good luck!
The Living Story achievements added this time were the “Boss week” achievements and they don’t require you to kill Tequatl. You have to find the clues for each dragon zone (Blazeridge, Frostgorge and Sparkfly) along with finding Rox and the dragon footprint and completing Boss week dailies (think you have to do 3?).
The Tequatl achievements are permanent and can be done whenever. The boss week achievements are gone October 1rst (I believe…2 weeks from when Tequatl overhaul was released).
As far as I understand, thieves have the ability to reset a fight or easily run away. Most players have asked for something to prevent stealth. I know I’ve been seemingly trolled by thieves a lot so I think it’s fair. It’s only a 4s reveal. Also, what makes you guys think other professions will get to cast reveal? Ranger’s have pets that hunt scent, right? So it won’t be a widespread thing and won’t be on every ranger’s bar.
This is true. They said it was for their pets on top of making other pets more viable (like bears, moas, etc.). I assume not all pets will have the ability (I suppose we’ll see). This was to help Rangers out in general even though I didn’t realize they needed help in WvW or PvP.
What if instead of worrying so much about stealth we worry about backstab? What if backstab applied a buff of some sort that makes you immune to another backstab for 7-8 seconds? In other words, the thief CAN CnD and try to backstab again, but if you have the buff then the stab only does normal damage (like it does if they hit your front-side). Backstab seems like a very “sneaky” type of skill and simply being able to re-stealth after a few seconds and do it again (sometimes 2-3 times a fight) is ridiculous. Have thieve’s rely less on the backstab and more on their endurance—which would hopefully lessen the amount of thieves counting on “burst and escape” type builds.
This is something I could get behind, as to stealth changes. This way defenses for all classes remain untouched (most are low duration, fair cooldown), and it doesn’t allow for “cheap” use of mechanics for repeated high damage attacks. Granted it could open a new can of worms, but i like this idea better.
Yes…I’m worried about the can o’ worms, but maybe if they were to implement something like it then others would be able to chime in on what the possible can o’ worms would be. At the moment, it seems viable and would cut down on thieves relying on CnD → BS → HS → wait a moment → repeat Spam. I know plenty of thieves don’t do this, but it would only hurt those that DO.
Tell that to all the guards that shrug off a group of four and keep running….
Soldier runes shout guard in WvW traited for cleanse. Try it.
and hit for…..wait for it; 10 damage! can follow up on people…..wait for it…..nope, oneone.
basically a meatshield that you can….wait for it….Ignore! yay!
This. I thought I said something similar in my post, but I guess not. Guards can spec to become very good meatshields, but these builds are viable for killing nothing. My guard is hybrid specced (group/zerg support) and in WvW I can’t chase or kill anything unless they stand there like a tree or I join the zerg on a single-target.
Going back to the original purpose of the thread: thieves can build too well to be “burst and escape” without having to worry about zergs. They have this build and they have very little in the way of diminishing returns with the build. Sure they can’t last in a long-term fight, but most of the time they make the fight short-term and it isn’t as though their CD’s are 1 minute+ [like that of guards or other classes]. I’m sure the short CD’s have something to do with initiative costs, but to be quite honest I don’t think initiative is as much a barrier as Anet wanted it to be given the huge damage capabilities of a thief.
Actually I find the opposite to be true. When i’m playing my thief I have 0 room for error, one mis-timed dodge and i’m done (even in soldiers gear in wvw) you have to play perfect to succeed. However when i play my warrior or guardian its an entirely different story, I usually watch tv while playing those two toons, because I dont need to pay attention, just hit 1-10 keys randomly and pick up loot bags, nothing is more forgiving than having access to ACTUAL INVULNERABILITY! not to mention highest armor, some of the highest healing, aegis, protection, massive aoe cc, highest damage specs is there anything that guardian and warrior dont have?
What? Guardians can go Healway build that has nice retaliation, but this is negated by backstabbing thieves and generally guards in this build have to run. AH build is the same. Most if not all guard builds are absolutely no threat to a thief because a thief can quite easily run if they are in trouble given that guards have no reliable source of cripple, pulls, etc.
Warriors are not guardians so please don’t clump them together.
Nope, not just you.
I never really noticed it until a Scarlet Invasion in Harathi. And I was in the area with all the catapults and the game just went to a hault for a good 5-10 seconds when one landed right beside me and a huge dust cloud came up. It was quite troublesome.
Of course, at the time I blamed it on the influx of people, but it occurred even when the map was not populated. There was a thread on that in the bug forums back around that time too, though only like 3 or 4 people posted in it.
Same exact thing happened [and still happens] to me. I first noticed it in a Scarlet invasion and was extremely annoyed because it was in the middle of an Aether spawn and…well…I thought my computer was going to rupture or something.
It’s nice to know it’s not just me. I play GW2 on a rather low-end rig with medium specs and thought it was the rig. Glad to know it’s happening to everyone else too. :o
What if instead of worrying so much about stealth we worry about backstab? What if backstab applied a buff of some sort that makes you immune to another backstab for 7-8 seconds? In other words, the thief CAN CnD and try to backstab again, but if you have the buff then the stab only does normal damage (like it does if they hit your front-side). Backstab seems like a very “sneaky” type of skill and simply being able to re-stealth after a few seconds and do it again (sometimes 2-3 times a fight) is ridiculous. Have thieve’s rely less on the backstab and more on their endurance—which would hopefully lessen the amount of thieves counting on “burst and escape” type builds.
Of course if this was done they would need a little something in return (or perhaps not if it turns out to be balanced). Just tired of getting backstabbed multiple times in the middle of fight. And yes, the buff would apply to multiple thieves as well and maybe even 7-8 seconds isn’t long enough given that currently most fights with a good thief last about 10 seconds or less anyways.
People talk about the Karka Queen as if it had been abbandoned, but it is done regularly in many servers.
“done regularly in many servers” as in “there are servers where it is sometimes done”? Because i am on a server with pretty decent population, where there are always a lot of people showing up for the boss events, and before last revamp the Queen event was just not being done period (the rimer restarted only on server resets). If gw2stuff was to be believed, the same happened on almost all other european servers (didn’t check the US ones). After the last revamp and introducing dragonite drops, it has been done maybe two or three times.
On my Home-server the Karka Queen is done daily unless it’s some kind of a holiday or extenuating circumstances. Daily being every-single-day after Orr-wide events. The problem is that this is what Tequatl might turn into and many people guest to the server during these temple-runs (and Karka queen kills) which would lead to Overflow and many people getting left out and unable to do it until they can muster up their own force of 80 people or wait until the next day.
Edit: Figured I would point out that waiting isn’t much of an issue, but this game rewards brute force and not waiting.
You don’t get loot at Tequatl until the event is finished based on your participation. Clockwork, as Saden said, was a huge problem because you got loot with or without completing the invasion. ArenaNet learned from that horrid mistake that made a living world event be nothing but a farm for failing.
I don’t think they “learned” anything from it based on what’s still going on. The event still occurs every three hours (or something) in a random zone and people still zerg aetherblades. Hell…I still go and zerg myself because I feel like I’ll be that ‘one guy that didn’t do it’ and fall behind. Also…it can sometimes be extremely fun if you happen to get away from the zerg and find a nice 10-15 man-group that runs around and catches a couple champs each time.
ArenaNet learned from that horrid mistake that made a living world event be nothing but a farm for failing.
One can only hope.
Though this update was in the works for 3 months approximately before the Jubilee and Clockwork content went live. So it’s hard to tell.
However, the Claw of Jormag event champions don’t drop loot, so it they adopted that philosophy then there’d be no distraction to the event.
I don’t like what they did to the champs in the Jormag event. Now people just completely ignore them and they are right to. I mean…why spend 5 minutes to kill a champ (NOT even contributing to Jormag) just to get absolutely nothing? There’s one extreme (farming champs for boxes) and the other extreme (champs drop nothing). They’re both extremes and they’re both extremely silly game-mechanics.
(edited by saden.6942)
Nobody’s going to guest to one of the most overpopulated servers in the game for that. Your own world’s population is to blame.
We have people guesting onto Northern Shiverpeaks (NA) to complete the temple runs that are done. They are done on a schedule [almost] everyday and many people seem to know this and guest to complete it. There’s been a lot of complaints in map chat about it and quite frankly it is [somewhat] annoying. Would be nice if a guest had less priority in a zone then someone playing on their Home-server, but that might be difficult to set-up.
I’ve only been kicked into Overflow once while trying to do the temple runs, but it was entirely my fault. I tried jumping in 10 minutes after the start…I went ahead and moved onto the next zone and waited, but I hope I didn’t kick someone else that called it their Home-server into Overflow for a guest to take their place.
it may be news to you, but the event fails if he isn’t killed in 15min. People will adapt
Yeah and you could fail the Clockwork Invasion if you didn’t kill Scarlet’s waves in 40-45 minutes but that didn’t stop folks from failing just as often as winning till the very end.
The problem with the Clockwork Invasion that caused so many failures was that people eventually stopped caring about killing Scarlet and just wanted to farm champions. Once the aetherblade waves spawned you could get 6-7 Champions easily each aetherblade spot. This meant that huge zergs formed on a couple events rather than several small groups going after events separately.
If Tequatl is the only real objective then hopefully people will contribute. If it’s only 15 minutes or less then certainly that’s not too much for people?
Making a forum separately for this update means the Dev’s or the community managers can also peek in and easily sift through topics rather than picking them out through the many other forums.
It also means feedback on the update is in one place.