Showing Posts For seanshine.8791:
They want you to transfer so they can make more $$$.
That or they have no idea WTF they are doing in terms of how to balance WvWvW for smaller realms.
How can people transfer when BG/JQ/YB/TC are locked. And FA and SOS are getting filled up.
They should let us convert these extra world ability points into hero points.
Considering most of dedicated WvW players play multiple classes (sometimes even multiple of the same class just different races), in what universe did you think it was acceptable to make the requirement 400 hero points?
I mean this would be acceptable if it was account bound hero points but right now it’s per toon. There is absolutely no incentive as a dedicated WvW player to grind every class and this will significantly reduce the class diversity in WvW. Not to mention you converted all our saved WXP liquids into boosters which essentially forces WvW players to either ktrain or pve. Both of which that we absolutely loath.
Since the last round of patching when rangers got taunt, how the hell do you even beat them in a duel? I’m talking about the stereotypical power ranger LB/GS with nature’s magic while you run standard d/p.
1) It’s absolutely effing stupid how taunt works since the taunt goes off before the pets even show any animation. And if they take the wolf pet, as soon as you use a stun break (that is not shadowstep), you instantly get feared right after. Oh did I mention the CD for taunt is literally 20 secs.
2) Not to mention the stupid amount of damage that the pet outputs (while taking very little damage). Just duelled a friend who has about 40 hours of ranger and the only rounds I could take were when he messed up his rotation.
3) The fact that you have weakness up about 50% of the time and him having protection 25% of the time leaves you having to try to perma stealth to get a good burst out. Which unfortunately lets him have most of his CDs come up.
a d/d ele at 25% would be 4200, a water dodge and dagger 5 are 4k hp. if you count the 4k from water attunement, regen and water 2 you will be at around 12-13k hp again. idk where you’re taking your numbers from but if you ask me that’s not 100%
if you’re not capable of dodging burning speed then your skill level is not higher than hotjoin and you don’t really have a right to complain.
now on topic: s/f used to be a high risk high reward spec that was able to burst down many builds when waiting for the right moment.
right now it’s not anymore, it’s just a high risk spec that rewards you with not enough damage while every other build in the game can achieve better results.
You’re not factoring in healing signet from casting.
And please read my first post on scepter needing a buff. It’s not about burning speed being easy to dodge. Everyone can read it. But with fire cd, you sometimes don’t have the endurance available to dodge. There are obviously other ele skills you try to avoid.
Scepter needs a serious buff. The fact that you can’t even burst a D/D ele in pvp is so annoying. And as a result everyone runs that cancer monkey build.
Shouldn’t there be at least 1 build that can’t be bursted? People don’t just run it because it’s the best, but because everything else it terrible. It isn’t even d/d, it’s celestial with water and arcane. I think burst builds are cancer tbh. Especially thief. You mess up your burst, just stealth and back off, wait for cooldown and try again. It’s the opposite of high risk play which is what burst should be.
I don’t think you’ve played thief recently. Because thief burst isn’t even a factor anymore unless he’s able to get into a 2v1 situation when compared to a mesmer daze/stun combo burst. The issue I have with D/D is that it’s sustain is so ridiculous right now that even when you burst them down to 25%, they can swap to water dodge roll and dagger 5 and instantly get back to 100%. And then swap back to fire and do a 5k burning speed.
Scepter needs a serious buff. The fact that you can’t even burst a D/D ele in pvp is so annoying. And as a result everyone runs that cancer monkey build.
Seems like the small water on staff now is bugged so that it was the size with no blasting staff trait (baseline now).
I’m curious why you increased the map cap by 30 for every map. EBG on T1 is completely unplayable right now. Not even 1111 spam casts
Yes extra laggy for me today (18 May). I’m on US server and verizon fios. My ping is all over the place. I usually average <50ms ping but today its jumping anywhere from 70 to 2k ping. The average ping is around 400 which is driving me nuts. I have respect for those in Asia who play with average of 200+.
I’m experiencing this both in wvw and pvp.
ISP providers can determine just where it is a given internet user connecting and shape their own network accordingly. As example NETFLIX was being throttled by verizon which made the experience of some version customers trying to use Netflix unbearable.
Now different jurisdictions have different rules as to what they allow their network providers to do but generally the source of the problmes lies with the ISP providers and the rules set by various governments to regulate those providers. (in the USA the FCC here in Canada the CRTC)
Some years ago Wow users in Canada that were using Rogers as an ISP found they could not patch their games as throttling would time them out. The provider is never going to openly admit they do this when a person calls in for support. The Canadian Gamers Association filed a complaint with the CRTC which resulted in providers backing off on the practice.
Except that is complete bullkitten for those in the US. With the recent FCC ruling on net neutrality.
edit* – and as an update, my patcher still isn’t working. Hope anet sort’s this crap out. I’ve provided them with my whole diagnostic scan and still have to receive feedback. It sure as hell ain’t my ISP as I have even tried my own private VPNs.
(edited by seanshine.8791)
I have Verizon Fios and am having this same exact issue. I’ve done the below with no effect:
- add this line to hosts: 174.35.56.164 assetcdn.101.arenanetworks.com
- removed the above from hosts when it didn’t work
- configured to Google DNS
- created a shortcut client with -repair at the end
- full uninstall/install. the install won’t even connect to patch
I just ran a shortcut with -diag and this is what returned:
= Checking server connectivity
==================
Section completed in 0.00 seconds
Diag.ArenaNetworks.com
64.25.39.21:80 – connect failed
206.127.158.31:80 – connect failed
64.25.39.21:6112 – connect failed
206.127.158.31:6112 – connect failed
Section completed in 10.02 seconds
assetcdn.101.ArenaNetworks.com.
174.35.73.89:80 – connect failed
174.35.73.169:80 – connect failed
Section completed in 10.00 seconds
auth1.101.ArenaNetworks.com.
64.25.38.171:6112 – connect failed
64.25.38.54:6112 – connect failed
64.25.38.172:6112 – connect failed
64.25.38.51:6112 – connect failed
64.25.38.72:6112 – connect failed
Section completed in 10.02 seconds
auth2.101.ArenaNetworks.com.
206.127.159.109:6112 – connect failed
206.127.159.107:6112 – connect failed
206.127.146.74:6112 – connect failed
206.127.146.73:6112 – connect failed
206.127.159.108:6112 – connect failed
206.127.159.77:6112 – connect failed
Section completed in 10.00 seconds
cligate.101.NCPlatform.net.
64.25.40.117:6112 – connect failed
64.25.40.119:6112 – connect failed
64.25.40.120:6112 – connect failed
64.25.40.116:6112 – connect failed
64.25.40.122:6112 – connect failed
64.25.40.121:6112 – connect failed
64.25.40.118:6112 – connect failed
Section completed in 10.02 seconds
(edited by seanshine.8791)
Not zerker when you have PVT and cavalier trinkets.
I really like this PPK. But some changes I would prefer:
1) Bloodlust stomps now grant 2 pts as opposed to the current 1 pt for a stomp. This rewards roamers/havoc and slightly punishes zergs/blobs where it is just AOE deaths.
2) PPK and bloodlust points are doubled per kill on maps that you have the outmanned buff.
We don’t need a multiple target cleave on dagger. Dagger already “cleaves” for stealthed opponents.
What?
are you noob?
We don’t need a multiple target cleave on dagger. Dagger already “cleaves” for stealthed opponents.
A cleave on axe would make more sense. As it currently does not hit stealth nor hits multiple targets.
I’m running on windows 8.1 though.
Same thing for me! It’s been going on for 5 days.
I’ve tried deleting my local.dat which didn’t help
Tried changing the default language to some other else other than english and loading up the TP which also didn’t work
I don’t know what is causing it. This is the first time I’ve ever had this problem in my year and half of playing.
Oh and btw, you if you change your dagger and focus to giver’s acq stat you get a bit more chill for that extra troll.
and it’s probably better to go 4 4 0 0 6 for chill of death = another 10% condi duration and more power.
(edited by seanshine.8791)
Interesting build. If you blast for area blindness on your wells (staff #4) will it also apply chill?
What? This is the vaguest qq thread I’ve ever seen. This is a simple matter of L2P.
Please enhance the necro class and bring it up to level with the others. It’s current state is depressing. Make conditions more effective or give it an escape mechanic, personally, i think making condition damage more effective on the necro class, would be the best choice
This makes absolutely NO sense. “More effective”?! WTF do you mean by that. I main necro in PVP and I have no issues. It’s a matter of learning how to play and your party composition.
I’ve got a few questions about this build/Guardians in general.
I play a Mesmer as my main. I have since basically beta, and I do enjoy it, but I’m looking for something different to keep me interested in the game. I play a Hybrid PU Build right now, and use a Greatsword because I just got the Legendary Sunrise. So I’m looking for something new, that uses a Greatsword as it’s main weapon. I’m trying to avoid Warrior because it looks boring/easy, and I don’t think Ranger is a very good choice to main Greatsword… (maybe I’m wrong? Anyone know?)
Anyways, this build looks like a LOT of fun, and it looks to be very durable/tanky. I’m wondering a few things:
1) Do you find the lack of Ranged attacks make you useless in WvW/PvP situations when people run? What sort of “gap closers” do you have besides GS3?
2) Where does a Guardian / this build get all the boons from in your videos? This might be a newbie question, not that familiar with Guardians, but I see you always have really good upkeep of boons, which I like.
3) Is this power based mostly, or does the build play like a hybrid as well, focusing on conditions too?
Any huge weaknesses/drawbacks to the build?
I really like the idea of it, but I find on my Guardian now (It’s only 20…) I have almost no access to swiftness, can’t catch people if they run, and feels very clunky. I presume this is just because I’m level 20 but… any insight into the class/build is appreciated.
Thanks!
Great videos.
So I tried this build for the past week and it’s pretty strong. I’m still pretty new at guard also so timing the right time to use virtue of justice or knowing when you have the passive effect of aegis on is still throwing me off. Since this build lacks any stability, you have to time the blocks right.
To answer some of your questions.
1) I’ve only pvped with it but so far range isn’t an issue. I would imagine it would be much more troublesome in wvw. If you watch his roaming vids he does gs#5 and then instant cast the teleport. Then he pulls and gs#2 to burst down the enemy usually before they can run away.
2) Boons come from one of the utility skills which cures conditions and provides like 5 or 6 boons.
3) This is pure power. The only condi is from burns and stacks of retaliation.
Mines is bugged also! I’ve been doing alot of tpvp and thought only none arena matches were being counted there but I just won a normal hotjoin and it still didn’t register…
This is what I would run (I tweaked your build slightly). The changes being running sentinel armor (assuming you can afford it) and swapping 2 zerker trinkets for PVT. This puts you at 2700 armor and 26k hp before guard stacks. Plus vitality scales with your DS. There’s no way you will survive engagements at 2500 armor being a front runner. You might survive the first run through but when your wells are on cd and you don’t have the protection from it then you won’t be doing much of anything.
Also tweaked the traits slightly. I’m assuming you are pug commanding and not in an organized group. Tossup between transfusion and vampiric precision. But seeing as you will be front line commanding, be selfish.
I’m also having update problems. I ‘ve never had any ever until just now. In fact I was on just 3 hours earlier and now when I launch it says downloading 1/24 files. Speed is a unbelievable 50kb/s and then you watch it slowly decrease to 0 and doesn’t download anymore. It’s not my internet and I’ve even flushed my DNS.
Well + staff 4 will blast area blindness. Unfortunately usually only power necro’s take wells. The only reliable blast for a necro is staff 4 and that is dependent on the enemy tripping it or you throwing it directly on them.
Oh I just remembered, instead of corrosive pioson cloud you can go spectral wal and pick up the terror trait. Drop it right when two factions clash and you tag a lot op people, while also giving your allies protection.
Uhm what? Don’t think you’ve played much wvw. Right when 2 groups collide is when everyone will have stability up. Spectral wall is actually useful if you save it and when the tail is trying to regroup on their commander and you fear them off to be picked off.
Has anyone else noticed that axe 1 doesn’t hit those insta-kill animals when running by/through? I know the axe doesn’t cleave but the dagger does kill those animals without having to manually target it. It leads me to believe that axe 1 doesn’t hit thieves either when they are in stealth.
Well, I would if I could buy it off the TP instead of having to do dungeon runs. But thanks for the tip!
I’ve been testing necromancer rune set with the master of terror trait and the duration is not adding up.
First lets start with the skills without runes or traited for duration:
staff #5 – 1 sec
DS #3 – 1 sec
Spectral Wall – 1 sec
With traited master of terror:
staff #5 – 1.25 sec
DS #3 – 1.25 sec
Spectral Wall – 1.25 sec
A 50% increase for duration should be 1.5 secs even before necro runes.
Non traited, Necro runes:
staff #5 – 1.25 sec
DS #3 – 1.25 sec
Spectral Wall – 1.25 sec
This seems correct if 20% is rounded slightly up to the nearest quarter.
Traited and Necro Runes:
staff #5 – 1.5 sec
DS #3 – 1.5 sec
Spectral Wall – 1.5 sec
With 20% fear duration on top of the 50% fear duration shouldn’t this fully traited and rune set be 1.8 sec of fear (round that down to 1.75)??