Showing Posts Upvoted By Ojimaru.8970:

New DS#5 - Tainted Shackles - Torment

in Necromancer

Posted by: Oozo.7856

Oozo.7856

I bet that thieves and mesmers have easier access to this new condition than necromancers since it is DS 5.

So, they are giving the class with the most mobility that is nearly impossible to catch an anti-mobility condition that will damage people trying to catch them?

Brilliant.

We need something unique to draw people to play necromancers. How many thieves and mesmers do you think will drop their class to roll necro if they have access to this new condition as well?

[Anonymous Defender] on Youtube
Solo & Roaming Group WvW Movies

Sword really most DPS?

in Ranger

Posted by: Solandri.9640

Solandri.9640

Besides that, I would like to ask Rangers who use swords something that I haven’t been able to wrap my head around.

I always assumed Hornet’s Sting and Serpent’s Strike were cooldowns saved, either for Evasion or other situational purposes. Off-hand weapons, even with Off-Hand Training are generally 12s or more cooldowns. Therefore, the main source of DPS of a sword/x is the Slash-Kick-Pounce (“SKP”) chain attack (Skill #1).

Now, if you’re able to stay stationary and leave SKP on autocast, then I agree you can get really good mileage with the sword. However, in numerous fights, you are required to react to mechanics to survive. The common thread of wisdom I hear to overcome this is to “not spam #1”.

So my question is: if you’re not spamming SKP, how exactly are you attacking the mob/boss?

Thanks for the correction on the bleed stacks.

When I did the math long ago, the poison damage from sword 3 made it pretty competitive with sword autoattack DPS. You’re not losing much by hitting 3 every time it comes off cooldown, and since poison diminishes the effectiveness of healing it may even end up helping (reduced healing is equivalent to doing damage).

Sword 2 is obviously a DPS loss. However, it’s generally used to hop out of range of a big attack. So the tradeoff here is that you’re using a skill to evade rather than burning stamina for a dodge. i.e. if you weren’t losing the DPS due to sword 2, you’d be losing it from a dodge anyway.

Obviously it’s a bit different with SB since it’s a ranged weapon – you usually don’t have to dodge to avoid a big attack. However, the bow weapons can miss if the target moves, so they can lose DPS too. The more you abstract the analysis away from ideal test golem conditions, the more scenarios are possible. Most of those scenarios aren’t directly comparable either (how do you do a DPS tradeoff comparison of SB missing due to a target moving, vs. sword 2 taking you out of attack range for a bit?). And you can make it even more complicated by adding additional enemies – now you’re firing the bow at range, but there’s still someone meleeing you so you need to occasionally dodge/evade.

So it’s more a matter of knowing/learning what each weapon is capable of, then applying the proper weapon and proper weapon skill in the proper situation. Most people who run with sword/x will use a ranged weapon (bow or axe) as their secondary, and swap between them as the situation warrants. If an opportunity for melee damage presents itself, use the sword. If melee is too risky, use the ranged weapon. Sword/dagger + greatsword seems to be popular too as combined they have a ton of evades, making it a very strong defensive combo.

Also auto attack puts might on your pet

crit-tanker gear with traits give your pet perma-might with SB…. and best thing is, you get perma-might without being rooted.

The delay between attacks on SB is 0.51 sec, while sword autoattack is 1.8 sec for 3 attacks, or 0.6 sec. on average So yes the SB will give slightly more criticals than sword. But with a 100% critical rate it’d be just 17% more criticals. Or one extra might stack for your pet every 3.6 sec.

Also, the might given by the trait lasts just 1 sec. So best case with 100% critical rate you’ll only give the pet 1-2 stacks of might, usually 2.

The might given by sword autoattack’s Pounce lasts 5 sec. If you just leave yourself on sword autoattack, your pet will permanently have 2-3 stacks of might, usually 3. If you use the same trait and same 100% crit rate, this will go up to 4-5 stacks, usually 5.

Ectoplasm -> Dust: Which kit to use?

in Players Helping Players

Posted by: Mystic.5934

Mystic.5934

just made a post about this… copypasta!

So, what I’m reading is:
BSK = 1.6 dust/ecto
MSK = 2 dust/ecto
BLSK = 2 dust/ecto

let’s assume ectos costs 20s and gems cost 3.1g
Basic SK = (20 + 0.0352) / 1.6 = you pay 12s52c per dust
Master SK = (20 + 0.6144) / 2 = you pay 10s31c per dust
Mystic SK = (20 + 1.77896) / 2 = you pay 10s89c per dust
BLSK = (20 + 37.2) / 2 = you pay 28s60c per dust

Master SK is clearly the most profitable (unless you get BLSK for free). And since dust currently sells for 13s, you can actually sell it at a 74c profit after TP tax. That won’t last long.

Developer Livestream June 10th

in Guild Wars 2 Discussion

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Here is the first half of the livestream, which talks about everything except the Dragon Ball.

http://www.twitch.tv/guildwars2/c/2406718

Enjoy!

Highest necromancer recorded hit...

in Necromancer

Posted by: Nemesis.8593

Nemesis.8593

What is funny is the fact that Justin Beiber had for a long time one of the most viewed videos on youtube… after that Gangam style came and it became the most popular…
It’s also funny that people can put paint on their head and jump face first in a pile of sand for 30 million views, when things like ASAP science, quality art or good music get stranded at a few thousand.

People don’t worship me… they simply appreciate the work i have done after they realize that it is good, it does save them time…
Haha… watching 1 hour of video saves me time ? / yes it actually does… cause apparently there are still necromancers that run “epidemic builds” while auto-attacking with staff after 4 months of playing the game… 1 hour of watching a youtube video could change all that…

I would never use the signet in a power build, and if they see me using it for a demonstration only, the second day i would have at least 20 PMs asking me if i changed the build now… if it’s better this way… and that’s only from those that do ask, some just change it thinking it’s the “updated version”.

People don’t worship me… they appreciate me, and i do believe i deserve most of that appreciation… only for the over 1000 questions i answered so far just in game.
Would any of you like to invest time in effort into anything… and get little to nothing back, not even appreciation ?

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

Highest necromancer recorded hit...

in Necromancer

Posted by: Nemesis.8593

Nemesis.8593

Hello everyone…

So… i finally manage to make this video. Took me a long time to get this gear… and make all the preparations needed for this to happen.

Without further ado… i give you…

Absolute power – highest recorded necromancer hit

As i stated at the end of the video, i am now looking for another 3 necromancers that are running my berserker glass cannon necromancer build, for a few recorded CoF runs.
Also feel free to leave any comments/feedback on my video editing skills, and/or on the video in general.

I hope you guys enjoy

ps: by highest recorded necromancer hit i mean… a hit done by normal means on a lvl 80 monster, without any enhancements from situational even mechanics.

Update: The CoF path 1 fast run first attempt is tomorrow: Sunday the 9th of June…
Anywhere between 10PM CET up to 5PM CET…

Those that can make it tomorrow, send me a confirmation in game as an email.

People so far:
Spoj = ??
Molc = ??
Maleficaria = ??
FlareHeart = ??

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

(edited by Nemesis.8593)

Can get full Settler's Gear now in Southsun

in Ranger

Posted by: Faux Sheaux.6179

Faux Sheaux.6179

I’m barely noticing the hit in healing ability by running settler’s weapons/armor and keeping apothecary trinkets.

But I’m REALLY noticing the huge reduction in damage. What hit me for 2k before is hitting for 1700ish now. In effect, that reduction in healing is more than made up for in the reduction in damage. By taking less damage, healing is more effective. Conditions are still a non-issue.

Ehmry Bay – Grindhouse Gaming [GH]
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not

Toughness Build

in Mesmer

Posted by: Osicat.4139

Osicat.4139

Enjoy the shatter cat heavy 2.0

new build added today after 3 weeks testing. Al info in my guide.

/Osicat

Why wasn't this nerf included in patch notes?

in Fractals, Dungeons & Raids

Posted by: Robert Hrouda.1327

Robert Hrouda.1327

Content Designer

There’s a couple reasons we tend not to put certain things like exploits into patch notes. I’ll go into them a bit
1. We don’t want to highlight a spot where an exploit existed, since people who would have never found the spot then go and try to find a way around our fix, or can glean something from it that inspires them to try similar things elsewhere.
2. In terms of localization of patch note text into different languages, editing, and writing the patch note up, it costs money and time for multiple people. Dedicating resources to explain we closed a particular exploit just isn’t worth the time/resources for every single one, so we’re okay with cutting it from the notes, especially if we have a lot of patch notes that are much more valuable to disseminate out, like Engineer changes and other such things.

We just decided not to put time and energy into a patch note for this particular exploit. Hope that clears things up a bit.
Personally, I don’t consider closing an exploit a “nerf”. I consider it closing a bug that led to player abuse.

Why wasn't this nerf included in patch notes?

in Fractals, Dungeons & Raids

Posted by: Auesis.7301

Auesis.7301

If you mean the path 1 exploit at the end, then they don’t HAVE to point out each and every exploit/bug that they fix. The list would probably get very long, very fast.

Gnome Child [Gc]
Resident Thief

Guardian 26th March patch

in Guardian

Posted by: BlueprintLFE.2358

BlueprintLFE.2358

What the hell is wrath skill? There’s like 20 skills with the word wrath in it.

USMC 1st Battalion 10th Marines
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW

Conditionmancer: Dmg or Duration

in Necromancer

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

I just tested in spvp against heavy golem some condition duration vs damage from runes:

I used traits 0/30/20/0/20 (hemophilia and +33% duration)
I used rabid amulet with rabid jewel
I used stable scepter and dagger without sigils

The runes I tested was Superior Runes of The Undead (x6)
and the other set was Afflicted (x2), Krait (x2) and Centaur (x2) for +45% bleeding duration

I found out that when using only scepter chain 1 it takes about 15 seconds (starting from when I start casting first time and ending on golem death) to kill a heavy golem with both rune sets. All test times were between 15 and 16 seconds.

When using 1 time scepter 2 and off hand dagger 5 and then using only scepter 1 chain to finish the golem it took 13 seconds from both runesets to kill the golem.

My conclusion: Yes, condition duration makes you stack more bleeds and will make your bleeds do more damage (specially short ones) than condition damage, but poison will get a big boost from condition damage so if you are having it up almost always on your opponent condition damage is the way to go. At least with full rabid the bonus percent you get from your toughness with 20 points in death magic will equal the amount of damage you will get from +45% bleed duration.

Condition Duration, for increasing the damage from short duration bleeds
Condition Damage, for dealing the damage in shorter time and increasing poison (necros don’t have any other damage boon)

(I also tested the terror trait and I don’t find it useful, even with +50% fear duration it tics only 1 time for about 1200 damage, = 1 second of 8-9 stack bleed on my build)

Also Runes of The Undead will increase your survivability

BOC Update: CHIPS Brings The Pain

in Necromancer

Posted by: Bas.7406

Bas.7406

In our 6th episode, Bas is on vacation so Rennoko stops by to guest host with Bhawb. They get the chance to sit down with renowned forum poster CHIPS. CHIPS brought a unique outlook to the show. We covered world vs world vs world zergs, necro support roles, underwater combat, and then some of your questions. Thank you CHIPS for taking the opportunity to continue educating Necromancers everywhere.

Next week: Build Discussions

http://sittingonacouch.com/the-gw2-necro-podcast-but-of-corpse-ep-6/

Thanks to Rennoko, Bhawb, and CHIPS for getting together.

AC Exp Spider Queen Solo. Engineer LvL36

in Fractals, Dungeons & Raids

Posted by: Vargamonth.2047

Vargamonth.2047

Intended at 35, but failed many times trying to clean the hatchlings without being downed and ended leveling up :P

The Abomination [necromancer tank-build]

in Necromancer

Posted by: Nemesis.8593

Nemesis.8593

This build is one of the most expensive and demanding builds, in terms of gear, that i have ever done… therefor i added quick and cheap alternatives to some of the items required to make it happen. Without further ado…. here it is

Guild Wars 2 – The Abomination [necromancer tank-build tutorial – Sheobix inspired]

Like the title of the video suggests, this build has been inspired by Sheobix’s juggermancer build. More then a month ago i’ve received word that… someone… was highlighting some of my builds on his blog, so… since i am a curious individual i went to check that someone out. Turns out it was a player named Sheobix, which i have also seen on the forums, and on my topics quite a few times…
To make a long story short, one of his builds caught my interest, so i’ve made a variation of my own of that build.

I also want to take this opportunity to acknowledge Sheobix’s contribution to the necromancer community…. cheers

This video goes through everything… from the mindset required for tanking right down to each items, weapons, utilities, traits… all of these explained in detail with the reasoning behind each decision.

Last but not least… we take this build on a field test against something… frosty…

FINAL STATS:

Over 3514 Attack (over if best in slot items are provided)
“???” Condition damage – irrelevant
15% Condition duration
0% Critical Strike Chance
0% Critical Strike Damage
Over 2770 Armor (over if best in slot items are provided)
Over ~ 30,992 Health (over if best in slot items are provided)

+ the ability to heal ~ 30000 HP over 25 seconds of combat
+ the ability to repeat this great HP recovery every 25 seconds of combat
+ the ability to support in fights
+ the ability to stay in a plague form which heals every second, has stability… high toughness and 50000 HP

If i missed anything or if you have any questions feel free to comment here, on in the comment section on youtube.

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

Spectral Skills: why so underrated?

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

Ill help ya out. First i’d like to say the problem is there are just better options. We have a few other tools that are incredibly powerful, but heres why some of these dont get picked up.

Spectra wall suffers from us having only one weapon that has a projectile finisher as an auto attack (staff) we also have the least finishers of any profession. So that leaves the wall entirely for adding protection/vuln by kiting through it or walking through it. It does decently if you get both…and its ok in PVE scenerios for extra party contribution. But is it worth giving up a slot for?

Spectral armor is on an overly long CD for a 7 second protection buff. If you wanted increased LF for taking damage while being a stun breaker you could grab…

Spectral Walk. it is 60 seconds instead of armors 90 seconds and gives incredibly long swiftness and a decent escape tool with the problem….
Its badly designed. The ability is clearly an escape ability with the swiftness and stun break, but would be better to have a double movement speed buff (as swiftness is dispellable and doenst help much in combat).

Honestly you’d be better to just give a breif protection buff to walk….and completely redesign armor.

And the reason people dont use SW often is probably because if your wanting a stun breaker, most people go for signet plague. It gives another condition wipe, as well as another way to stack conditions on an enemy (whatever conditions they put on you or allies, or conditions you put on yourself for using corruption skills).

And if your minion master, you might grab the worm….as its a TELEPORT and thus much better for escaping, also its a blast finisher and leaves poison in your wake.

Anyway, this is probably the best reasoning i can give.
Wall doesnt synergize with our kit well.
Armor is too crappy at what it does for its CD.
Walk is over shadowed by abilities that help you in the same situation.

Walk atleast is a fun ability, i hope they fix it…as for the others…they seriously need reworked imo.

And engineer still top dps in the game.

in Engineer

Posted by: kandolo.2574

kandolo.2574

Bombs actually do considerably more damage than grenades. I believe it is the only auto-attack that has a coefficient higher than 1 (1.19).

The difference in vulnerability isn’t that great against bosses (-50% duration). We’re talking 3-4% damage difference (Bomb #2 applies vulnerability on both pulses). Just because you see 20 stacks of vulnerability on a boss doesn’t mean those are all coming from you.

Bombs also attack faster than grenades 0.89s vs 1.0s.

If you are stacking on a boss in PVE and trying to maximize DPS, you should be using bomb #1 and #2, BoB, and Rifle #3 and #5. Every attack you do, excepting Bomb #2, will have a coefficient higher than 1. Bomb #2 is used for stacking vulnerability and fire field combos.

And, by my frapsing, a GS warrior using auto attack and hundred blades has a longer rotation: 10.4 seconds. The math I’ve done shows auto-attack bomb and auto-attack gs + 100 blades having the same coefficient DPS per second (1.18 gs vs 1.19 bomb). Warrior has more %dmg scalars and more reliable access to fury though.

Dungeons - This game is for casual gamers?!?

in Fractals, Dungeons & Raids

Posted by: Ayanavi.1904

Ayanavi.1904

I haven’t run a dungeon yet where “we need to have one of these to make this work” was a true statement. Some professions will make things easier – But they do just that: Make it easier. You can still get past everything without them.

One of the main things that spring to mind when I run dungeons with random groups isn’t “we need these abilities to fit this strategy”, but rather “How can we succeed with these abilities?”.

We’ll use CM Exp (1/3) as an example. You remember all those trash mobs that just zerg rush you down? How can you deal with that?

Most people say “let’s stealth it!”
Thieves can stealth your party through it.
Mesmers can stealth your party/portal your party past it.

But then people think stealth is required. What about…

Rangers: stacking traps in a chokepoint, causing the enemy to get hold up by immobilize/chill/etc. while you burst them down?

Elementalists can do the same using staff for cripple/frost fields and actual AoE or dagger/focus for projectile negation/invinci and aoes.

Mesmer using temporal curtain to cripple them all? Guardian using line of warding → sanctuary to plug a hole?

Engineer with sticky glue? turrets? frost grenades? flame thrower?

What about hit and run strategies? No one ever said you had to take them all on simultaneously. draw them in, drop major nukes, then retreat and do it again. It gets easier each time – And you won’t have to die to whittle away their numbers in a futile effort to clean them in one shot if your party simply doesn’t seem capable of it.

There’s a lot more than one way to clear content – So when I think of dungeons, I always think of “How can we clear this content with what we have?”. Sometimes changing my perspective of what is required to ‘win’ is all that’s needed. In the end, the end result is X. The methods I use to reach X don’t matter, as long as X is reached.

Certain professions making things easier is just how it is. Even outside of games, you’ll always find that certain things can make certain projects easier to accomplish. They aren’t required, but they help.

So the question boils down to whether you can adapt, or whether you need the help?

This isn’t an implication of bad or good, its just what I feel it comes down to. Some people simply have a hard time adapting – They thrive in familiar atmospheres with plans. Others improvise everything they do.

Which one are you? Which one is your party? That determines whether you ‘need’ a specific profession or not.

At least, that’s my view.

Dungeon Help

in Players Helping Players

Posted by: CassieGold.7460

CassieGold.7460

There is a website you can use: www.gw2lfg.com to help finding a group. Select the name of the dungeon you want (Ascalonian Catacombs is the lvl 30) and specify that you are looking for Story Mode.

Alternately, you can try in Lions Arch or the map that has the dungeon, to find a group by asking in /map chat for a group. The common way to look for a group is to say LFG dungeon name, dungeon mode. Explorable dungeons are harder, but have better rewards. If you are going to be the person starting the dungeon, you have to have done story to do explorable. You only need one person in your party who has done story to do explorable, so if you want to skip the story mode, you can.

Hope that helps, and GL in the depths!

LVL 80’s: Thief / Warrior / Guardian / Mesmer

The New AC Ex IS doable with lvl ~35s

in Fractals, Dungeons & Raids

Posted by: Maestro.5376

Maestro.5376

It was doable before (And I’d run it successfully with a party of lvl 35-40s who were alts of more experienced players just for fun) and it’s still doable now. The dungeon mechanics haven’t changed so significantly that they’ll punish lvl 35s any more than they did before.

Everyone who’s saying otherwise has just been basically spoiled by exploits and shortcuts that allow you to basically do zero work for rewards. Doesn’t take much brain to Hundred Blades/Frost Bow 4 graveling burrows, but GOD FORBID someone tell you to kite gravelings through fire, because the difficulty on that…man…it’s so hard to just dodgeroll through the fire if you have gravelings chasing you.

Seriously guys. Doable before, doable now. STOP WHINING AND GIVING THE DEVS UNNECESSARY JUNK TO FILTER THROUGH WHEN THERE ARE REAL ISSUES TO FIX, like Grast not spawning his bubble properly, or having long cast times on his melee attacks.

EDIT: TO PROVE THIS POINT since the people below are demanding evidence, I’d like to put out a call for experienced players with alts around level 35-39 to come do a run with me. I’d preferably like someone to fraps this since my computer is abit outdated and can’t handle video recording+GW2 at the same time, but I feel like it’s time to show people that it IS doable and that there is NOTHING “impossible” about this dungeon at level 35.

(edited by Maestro.5376)

Really Lupicus, Really!?

in Fractals, Dungeons & Raids

Posted by: adam.8692

adam.8692

Lupi is the only exciting fight I still have in this game. I am glad many teams which don’t have enough skill can’t get past him. It’s satisfying because once I was one of them. Go and learn the mechanic, go and learn your profession, go and learn how to dodge. Do not, I repeat, do not come here and ask to nerf a fight because of your lack of skill.

History Repeats (killing the golden goose?)

in Guild Wars 2 Discussion

Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

I started out writing a longer post in response to this thread . . .

But then I probably realized if at any time I tried to offer my opinion I’d be told how wrong I am for not joining people wanting to escort some dev to the gallows.

I enjoyed reading the first post, but I think it’s a narrow and constrained look which winds up painting the dev team either incompetent or powerless. I don’t like the sentiment, but as I said . . . I know it’s popular enough that it’s pointless to say otherwise.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

Is this reasonable?

in Players Helping Players

Posted by: Shootsfoot.9276

Shootsfoot.9276

I have multiple characters and would like to be able to gear them all. Unfortunatley, the above calculation is just for 1 peice of gear. It would probably take me years to complete an entire set for multiple characters.

I have played many mmo’s before GW2 and I have never had to grind this much. This is a whole new level of grind. To me, this is completely absurd.

What’s absurd is creating a bunch of characters and then complaining that it takes longer to gear them all as opposed to just one.

Especially after you posted this in another thread:

“I have stopped playing this game as a result of the Feb patch. I have concluded that the developers don’t know what they’re doing.”

(edited by Shootsfoot.9276)

Is this reasonable?

in Players Helping Players

Posted by: Darth Llama.9217

Darth Llama.9217

I think it’s very fair.

I don’t NEED these things.. not at all. I play every day anyway, and these are basically rewards for almost nothing. I usually get my daily through the course of game play or possibly with a little extra effort. By doing that and steadily working on my monthly I’m basically getting 1 Ascended item a month for just playing the game.

Fair?

I think so.

There are 10 types of people in this world. Those that understand Binary, and those who don’t.

Flamethrower is still not worth the slot

in Engineer

Posted by: Phineas Poe.3018

Phineas Poe.3018

In fact, if they are shrewd and experienced, a flamethrower engineer can do top notch damage. They just have to do all this stupid bullkitten to do it.

Do what? Swap to Med Kit every 10 seconds for Fury/Might?

Not that hard. Fights tend to develop a rhythm that becomes easy to settle into.

Swap to Elixir Gun for Kit Refinement -> Flamethrower -> Swap to Med Kit during Flame Jet -> Go back to Flamethrower until Super Elixir disappears -> Swap to Elixir Gun for second Super Elixir -> Flamethrower -> Swap to Med Kit during flame Jet -> Go back to Flamethrower until second Super Elixir disappears -> Swap to Elixir Gun for Kit Refinement.

Rinse and repeat.

If I need any extra health I’ll do direct heals with Med Kit before swapping back to Flamethrower. If I need any extra condition removal I’ll drop an Antidote. If that’s not enough I’ll skip the Flamethrower in my rotation and just sit in the Elixir Gun or fire my pistol for Projectile finishers to proc the 20% chance to remove conditions.

Even if I goof up, it’s not like my group will enter crushing defeat because I’m not standing there derping with the Flamethrower. Super Elixir always comes first and always. And I try to have Fury up as much as possible.

It sounds a lot more complicated than it actually is. Everything is conveniently on 10, 20 second cooldowns to where it’s easy to get used to how things work. You build a rotation. You get used to it. It becomes second nature.

How is this any different from any other multi-kit build for the Engineer? Especially if you’re like me and likes incorporating the best skills available at any time with each of your kits/rifle/pistol.

God forbid you try and play an Elementalist. Juggling cooldowns is literally all they do. At least the good ones.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

Engineers: Show me your combos

in Engineer

Posted by: Shanks R Us.2489

Shanks R Us.2489

Zane The Clever – Asuran Engineer
Roaming Video 3Roaming Video 41v7 in WvW with engineer

Engineers: Show me your combos

in Engineer

Posted by: Moocattle.5463

Moocattle.5463

Literal Combo of my stealthy engy:
http://www.youtube.com/watch?v=_z-bIGc3JYI
~13s stealth on a smaller cool-down then a thief’s shadow refuge (can get it down to 25s). Can switch out rocket boots for elixir gun and use acid bomb instead, but I like having a stun breaker on for most things. It’s nice for skipping mobs in dungeons when needed.

The skills are all pretty good, and have decent survivability. Works nice with my tanky condition pistol build as you can sneak right in the middle of enemies and spam bombs all day, and if you get notice just shield up and run away. Sure I’m not quite a thief but I have scared many souls in PvP with suddenly mines and explosions, the detonate mine field is surprisingly bursty too. You don’t have to play condition, I sometimes switch to gc and whip out grenades when I’m still stealthed to deal some nice burst damage.

You can also use the same blast finisher rotation on the fire bomb for loads of might.

Dungeon Master reportedly lost its prestige ?

in Fractals, Dungeons & Raids

Posted by: Eowin Of Rohan.2619

Eowin Of Rohan.2619

It had to be nerfed
Even if you decide that the boss has to be very hard, in order to have the Dungeon Master being prestigious, you have to agree that Simin in the way she existed before the update, was not OK.
The philosophy of GW2 is to remove the “holy trinity” (tank/heal/nuke), and with it, most of the pre-made teams. GW2’s goal is to have everyone play any profession they like to play, and being able to go through any content with any friends/pugs who also play the profession they like.
Simin before the update, required 4 warrior+1mesmer, or other such variations. I know that some players were able to complete this fight with different team, but you have to agree that not any team can do it!
Also, Simin could often be a blocking issue at the end of a long path (discovery run with people who are completing dungeons after reaching lvl80 (=in 2012 October, so not a long experience in the game) could easily take around 3 hours. It can be very frustrating to end up being blocked there after a long run and all those other tough (yes, on 1st run they are tough) bosses, especially not being able to kill Simin after 4 more hours.
As stated in a thread dedicated to Simin, it was more of a DPS check than a perfect execution of a strategy implied by nice game mechanics.

So, I have to conclude that Simin had to be changed anyway.

About the nerf method
You may have noticed in the above part, that I’m using the work “change”, and not “nerf”. Yes, this boss could be considered as a necessary hard fight for the last path of the last dungeons, required to get a title.
To be honest, I have not run p4 since yesterday’s update. I read on forums that you can now go afk for 2 minutes and she has still not healed to 100%. This may be too much of a nerf. But it lets players who had to give up on this path, try again and have fun succeeding it instead of facing a blocking issue again. So I can’t say if her new amount of heal seems a right balance or is too nerfed, but it’s nice that it got changed.

Moreover, the above paragraph takes into account that reducing healing is the easiest-to-implement method to put an end to Simin blocking a lot of teams. RH has clearly said that it is a nice fast workaround, and that he is thinking about new mechanics changes to make this boss really nice (=hard but can be done by any profession combination, so it’s more about player skill at understanding mechanics and executing strategy, then about DPS check).

Conclusion
There is no reason to whine about the Dungeon Master having lost its prestige, moreover about the nerf being a bad thing.
Please stop ranting about this all over the forums

Eowyn

ps
For those of us/you who like harder content for challenge, don’t forget that difficulty depends on your experience : you will ding a lot of things hard at first, and too easy after 100 runs. Any hard content will seem easy once you have perfectly mastered it anyway. Don’t forget that Fractals are here for you : lvl-up in there, stay around having fun in a lvl that corresponds to your difficulty expectations, and lvl-up again once you find it too easy.
Also, remember that GW1’s HM was implemented 2 years after Prophecies went out. GW2 is only 6 months old.

Dungeon Master reportedly lost its prestige ?

in Fractals, Dungeons & Raids

Posted by: Eowin Of Rohan.2619

Eowin Of Rohan.2619

Hi,

I can read everyone on these forums, that Simin’s update killed the prestige of “Dungeon Master” title. I have seen people complaining about this ever since Robert Hrouda stated that he was going to change her.
The main idea is that it’s a very bad change.

Let me get this straight : I don’t agree. Here are the reasons.

Lost prestige
Yes, having completed this title properly is nice. You are proud of it and display the title knowing that it is a real achievement.
But what is the most important part ? Showing that you are a great player, or being proud of what you have done ?

In any case, even if a title becomes free (just like this shark fight that was needed for a skill point and was replaced by a 1-clic action), you still know what you have done. You have had fun doing all those dungeons (which is the point of any game), you are proud of having completed them before any nerf. Not any update can change this.

Let’s compare with GW1 : GWAMM was hard to reach. You had to finish at least 2 account based titles, and most often 2 very expansive consumable ones. Doing it in 2008 was a challenge, anyone who has completed is can be proud. And then came the third consumable title. And a lot of things were made much easier, some professions were empowered (ritualist, mesmer, dervish) which, with hero mecanic (they were better than a lot of players who thought they mastered the game), made each 26 PvE titles easy. And then came an update to Survivor, letting players do GWAMM with 0 account title. And 2010 Wintersday when you only had to play around 10 hours in 2 weeks, to get your 3 consumable titles for “free”.
But what ? Yes, everyone was a GWAMM in late GW1 (2011-12). But it was nice for all of those players who were dreaming of it. Does it change our prestige, of having done it when it was still a challenge ? No. It only removes the ability to display your prestige under your name, but you still know what you have done, you are still proud if it, and you are still happy with what you have done (which is the most important in a game). (fyi I have done 2 “hard” gwamms and 8 “easy” ones)

Same goes for our Dungeon Master titles : we are proud and happy, and it’s all that matters. If tomorrow every players in Lion’s Arch displays this title, it can’t remove this.

Not so prestigious before the update
Anyway, even before the update the title was not as prestigious as you’d think. People were selling dungeon runs (“runs” being exaggerated … unlike in gw1, they could do the whole dungeon with 5 people and replace them with paying customers before last boss). You could get the reward and achievement for Arah p4 by “just” paying 15-25 gold. Anet stated that it’s not an issue, in the thread that I created to complain about that.

Also, a lot of dungeons could be done using some exploits to make them faster/easier. There are probably a lot of Dungeon Master, who have used them in several paths, which makes the title less prestigious even if those paths are not Arah4. (yes, you, the guy who thinks that “this is just using the mechanics and being clever, this is not an exploit” : I’m also talking about you).