Showing Posts Upvoted By Ojimaru.8970:

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Silentsins.3726

Silentsins.3726

hmm now that I have got into the game and tested it I am kinda scared.

The nerf doesn’t even work right. FT and EG are the only KR effects that trigger the ICD. So you can still TK Pull + Barrage/Barrage and really use and KR effect one after another as long as you use EG or FT last.

Adding an ICD to a single trait effect doesn’t seem like too complicated a task and yet they have completely botched it.

I am kinda worried that at the last minute some Thief playing Dev crybaby tried to rush in a nerf to stop from getting his face moneyshot on by my nade explosion.

What I’ve learned about Kit Refinement (KR) so far:
1. Med kit and tool kit are completely unaffected by the change. Med kit is instant, tool kit is every 10 seconds regardless of what you’re doing with the other kits.

2. FT KR has a 10 second cooldown, which it shares with other KR. Meaning, if you use the FT KR, it will be 10 seconds before you can use ANY other KR (including med kit and Tool Kit)

3. If you use grenade KR, it will be 20 seconds before you can grenade KR again.

4. If you use grenade KR, you can immediately do a bomb, FT, or EG, Tool Kit, or Med Kit.

5. Elixir Gun’s KR has a 20 second cooldown, which it shares with other KR. Meaning, if you use the EG KR, it will be 20 seconds before you can use ANY other KR.

Clearly, the patch notes have nothing to do with what’s going on with the trait now, because there’s so many exceptions, that the exceptions are the rule.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Teldo.1473

Teldo.1473

My take on the changes.

Kit Refinement change:

A huge nerf to this and it will make it basically useless when you run 2 kits. Why would you nerf an engineer, who runs 2 Kits? Those builds are definitely not too strong so far, but they were interesting and fun to play.

The change makes no sense, really. If some of the procs were too strong, they could’ve nerfed those specifically. But an internal cooldown is just weird and makes it useless.
I really loved this build.

Flamethrower changes:

The buffs are mainly based on power builds. Nice idea. I actually like them and they help PvE Flamethrower engis. Still doesn’t make Power Flamethrower viable in highlevel sPvP, cause you can’t just channel Flamethrower 1.

The extra 2s Burn on the knockback is amazing for Condi builds, but not too big of a change
Still won’t make Flamethrower a good choice.

Toolkit changes:

5 stacks of confusion for 5 seconds instead of 3 for 3? Amazing and a really good buff.

Toolkit is definitely a good kit now.

Elixir Gun changes:

Blast Finisher on the leap – amazing and I love it. Allows a lot of interesting plays.

Healing buffs – Also good, but gets compensated by the huge Kit Refinement change.
It’s basically even worse, because you had a double heal, which removed 2 condis, before and now you only got one.

Conclusion:

While I like most of the changes, I don’t think it’s enough to bring Flamethrower and Elixir Gun into the game.
The Kit Refinement nerf is just too much and the Trait will be useless with double/triple Kits.

Overall this change will make less builds viable then there already are. I theorycrafted a lot lately and I just couldn’t make anything work in high ranked paids, except for 100 nades and my current Condi Burst build.

100 nades were alright in paids, but still weaker than most builds, cause it was way too easy to shutdown. You didn’t deal any pressure back with anyone on you and the build was pretty bad in 1v1s.
The 100 nades build gets completely shut down with the Kit Refinement change though.

My Condi Burst build is very strong. Possibly even too strong, but that’s just the only thing that is viable and the sad part about it is, that it’s by far the easiest build that I’ve ever played on my engineer.

So right now the best build is also the easiest build to play (ridicilously easy.) and with the current Patch changes it won’t get better either. I can imagine myself using a Toolkit instead of Elixir B in the Condi burst build, but that’s about it.

I just don’t see any viable build happening with those little changes, especially because the Kit Refinement will take out way more builds that might’ve been interesting.
Even though devs said that they don’t want to take builds out of the game and add new ones.

I like engineers!
www.twitch.tv/teldoo
www.youtube.com/teldo

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

This is why I rarely come to these forums. So much doom and gloom. I do great without 100nade noobness in PVP and I do great without relying on 1 consumable in PVE/WVW, but these forums have shown me it’s pointless to try and be positive when anything in this game gets changed, or dare I say fixed.

I make builds that are effective without relying on 1 borderline broken aspect of the game. It’s actually pretty fun that way. Yes, no cooldown on life steal food was borderline broken, if you thought that was actually intended given how the rest of the game works… I’m sorry.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

I sense someone was angry that they’re point and click noob cannon 100nade build is dead. Except it’s not really dead as others have pointed out. You simply have to jump now. Jumping is unacceptable? Right… it’s better when you don’t have to think and can kill anyone with 1 click. I wish they would have gotten rid of it completely, it’s a terrible build. People that think “it’s the only good build for Engi” need to expand their horizons.

Changes look great! I’ve been tearing it up with Flamethrower, can’t believe it’s getting better! Also my tanky build with Elixir Gun got better as well. Great update, can’t wait to go try them.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

(edited by Adamantium.3682)

Dredge Fractal now impossible

in Fractals, Dungeons & Raids

Posted by: Writetyper.1985

Writetyper.1985

You have 5 people.

1 on each button.

1 protecting each person on the button.

1 on the door.

It’s a sad day when people complain that something is too hard because they have to do it legitimately now. Whatever happened to playing games for challenge instead of for mindless farming?

Mortryde/Cold/Thugmentalist Bara
really bad engineer

The biggest problem with engineers...

in Engineer

Posted by: Oakwind.6187

Oakwind.6187

Good day,

Even at the risk of appearing obnoxious, I decided to comment as follows: Your rank and FoTM level mean nothing to a struggling engineer because you offer precious little practical advice, and more random cantrips. That’s exactly the problem with people who don’t teach the Engineer Way of Thinking, but go with something like 100nades and decide that everyone else is bad because they are having problems.

The Engineer needs to know their skills, and traits by heart and how to combine them to achieve a desired result. It has been discussed to death on these forums that Engineers need to specialize highly to be effective. Only experience or a very experienced tutor can remedy this, because now we bump to the primary problem up and coming Engineers have:

They are extremely dependant on gear (and its stats and runes), which with the specialization issue bloats the disparity between hitting like a noodle, and hitting really hard and soloing champions. If one furthermore experiments with the Engineer damage in sPvP and goes back to PvE and tries to do something with a mix and match of masterwork and rare gear, it’s not hard to understand Engineer players who go: “What on earth? I’m doing like no damage, this isn’t fun.”

Furthermore, sweeping statements concerning pistols and condition damage hint towards a minor amount of axle grease between the ears. You won’t motivate anyone to play by making a thread about how everyone is doing it wrong instead of offering advice.

Not a single time was it mentioned that the #1 important thing as an Engineer is to adapt to the task at hand, and more importantly your team. This can be a particular obstacle to less savvy players because of the time investment, knowledge about mechanics and the requirements of having several gear and trait sets. I don’t mean to be a kitten but if you attempt – say – double pistols when your role is not clearly defined as being the bleed/burn/poison bot, then you need to be thwacked firmly on the noggin’. (Even then, Grenade or Bomb kit has its advantages over double pistols, and these differences are the ones you should be teaching; where they are usable and where less preferred.)

I don’t really know what people like you want, but you get no points from me for sweeping statements and running 100nades.

On an unrelated note, I am always up for discussing builds, traits and uses. Hit me with a mail or a tell in game if you’re interested in Engineers and reading this.

Thank you.

I play Engineer.
Balthazar runes are broken.

I think Subject Alpha needs some work

in Fractals, Dungeons & Raids

Posted by: LFk.1408

LFk.1408

Alpha is really just an exercise in counting to 3.

Dungeon Scaling Used for Evil

in Fractals, Dungeons & Raids

Posted by: SteepledHat.1345

SteepledHat.1345

Make your own low level groups. Problem solved.

“Failure to remain calm is the sign of a weak mind.”

Guild Mission Blog is Up

in Guild Wars 2 Discussion

Posted by: Tachenon.5270

Tachenon.5270

Guild Missions. Complete with yet another new currency! Oh, my. Sounds like fun for the folks in big guilds. I guess. So, like, yay. And stuff.

Okay.

What else ya got?

The table is a fable.

Guild Wars noob - advice appreciated

in Players Helping Players

Posted by: Yramrag.3026

Yramrag.3026

Here’s something that helped me got started when I first play GW2:

http://imperiouspariahs.enjin.com/forum/m/6424424/viewthread/3502399-everything-you-need-to-know-get-started-on-guild-wars-2

Write up is rather old and I’m not sure if some things already outdated. But it is a good starting point.

Here’s another (GW2 New Player Handbook): http://www.bob-guild.net/gw/page.php?69

Getting the Most Out of Soulbound Gear

in Players Helping Players

Posted by: Viking.3158

Viking.3158

if i were you i would do the following:

Exotic gear: mystic forge cause there is a chance of getting exotic item and sell it on trading post for money if you dont like risk go with toughtless’s option with black lion kit only!

as for exotic WEAPONS: go mystic forge all the way! no matter what. cause you know those precursor weapons. yah those!

Caudecus's Manor Path 2 is Too Hard!

in Fractals, Dungeons & Raids

Posted by: Eastevil.1534

Eastevil.1534

It’s not hard. Finding a decent pug group for CM is.

WvW won't become what we hoped it would

in WvW

Posted by: Eclipses.7152

Eclipses.7152

5. The devs, their implementation of and lack of commitment to Wvw

I don’t want this post to be removed, so I will be very choice with this part, despite my massive disappointment with Mike Ferguson and his WvW team. Honestly, you guys have to know that WvW is so far from their priority right now that it’s kind of sad. And if it is a group’s priority, they’re not doing a good job. Let’s review the course of events :

- They always (even 6 months post launch) use the excuse that they had no idea how popular WvW would be. This is hogwash, Wvw was one of the most popular, talked about content pre-launch. The vast majority of the guilds pre-launch were WvW guilds
- It took them MONTHS to remove free transfers, ruining countless server communities in the interim
- Culling has gotten worse since launch. Yes, I know they’re working on it, that doesn’t make it better nore does it make it any less suck during the meantime. The fact that it is like it is in the 1st place is absolutely embarassing
- They have removed rewards from Dolyaks
- They removed the orbs rather than switching the outmanned and orb buffs
- In March, it will be approx 4mo since the introduction of Ascended gear and it’s ability to be earned in WvW
- They are looking to tone down AoE’s, thereby increasing the effectiveness of zergs even more

Mike Ferguson is on record as saying they cannot create larger maps, that the maps we have are the largest they’re technically able to create. And this is the crux of the issue and has root causes in all the others. Not the map size, but the scope of the gametype itself. WvW is a mini-game. A sideshow, a thing you do when you want to knock some heads together for a couple hours then go back to playing the ‘real game’ (pve) or log off. WvW is completely cut off from the rest of the game and while I can understand WHY they did that, you other diehard Open World PvP’ers must understand that because it is cut off, all these other problems exist. Because WvW is a mini-game, they were ok with creating a kittenty Commander system, with guilds being unnecessary, with zerging and casual non-competitive play taking over to the exclusion of all others and also ultimately why it’s ok our rewards suck, there’s no lack of depth or any consequences.

Near launch, Colin Johanson was quoted as saying that the scope of their content releases were going to be ‘impressive’. Let’s be honest here guys, from the past several months this game has been out – are ANY of you impressed with the quality of attention the WvW community has seen? Anyone? There is a reason WvW and sPvP are limping along as it is and the reason for that is that it does not cost $15 to log on. If it did, if you’re honest to yourself, you know that this game would be on its way to a plane of fail rivaling TorTanic proportions.

Eclipses
The Royal Guard – http://theroyalguardclan.enjin.com
Isle of Janthir

WvW won't become what we hoped it would

in WvW

Posted by: Eclipses.7152

Eclipses.7152

I told this long story because the WvW pop has consistently dwindled now to where ZvZ is the only way to play. Sure, you can try to play tactical with a small group and ninja an obj. A zerg can take it faster though. Sure, you can try and defend your only remaining objective on the map with the handful of people you have. A zerg will just ram right through you and your defenses though. Due to culling and the way the maps are designed, a zerg will get to a location just as fast and stealthily as a small tactical group (and maybe even more so).

Zergs even have the advantage in fights vs smaller groups, due to the AoE limitation. The AoE limitation is so utterly idiotic I cannot wrap my head around it. Zergs are a valid tatic – they shouldn’t just be the ONLY tactic. AoE limit needs to be lifted/increased and some other mechanics need to go into place to dull the power of zergs and ecourage more tactical play.

4. The lack of Rewards/Progression/Depth/Consequence

This is probably the biggest reason why my once thriving, very competitive WvW guild is dead. WvW has no rewards, progression, depth or consequence. During the span of Titan Alliance, we had 31 straight wins. What did we get for it? We got burnt out, member attrition, guilds dropping the game after one month and a whole bunch of other stuff. Now I know you might say, ‘Well that’s your fault, you should have played more casually’. No, that’s wrong. Any great online game caters to both the hardcore and the casual and those in between. You can not blame the participants who competed in a competitive event and say they tried too hard.

The progression is WvW is nonexistent, though they are attempting to fix that with the WvW only abilities. That still doesn’t address the lack of depth and consequence in WvW. At the end of our run in WvW, we looked at our wins and thought, ‘What now?’ What do we get for winning? Surely we must get SOMETHING, since those in sPvP get something for winning and those in PvE get something for their efforts (and for our’s). We got nothing, there was no difference between winner or loser; they got the WvW bonuses too, even if only a few % less than us. WvW had nothing to mark that you and your guild were there and that you fought for the glory of your server. In the end, WvW simply doesn’t matter.

Furthermore, the game simply does not reward those in WvW ANYWHERE NEAR the same that they do those in PvE. and even the rewards in PvE suck. Check it:

- BoH award you a total of 1 variety of gear set, out of how many in the game?
- BOH drop incredibly sparingly, the drop rate on these need to increase dramatically. When you need to play for hours and kill dozens of players to get the same # of BOH you get from opening a jumping puzzle chest, your rewards are kittened
- For many of those who truly bought this game for WvW, WvW is a massive money sink and not at all as gold positive as PvE. Adding a WP in WvW costs 1.5g. Fortifying walls is 2g. Buying a cannon upgrade is 40s. Repairing is 11.5s. You only get about 1.5s from taking/defending an objective and 98 copper for taking a sentry. You do the math.
- Dolyak XP/gold was temporarily removed at launch due to being too lucrative, but never balanced and re-added back to the game.
- Spikes
- Barbs

I could go on and on.

Eclipses
The Royal Guard – http://theroyalguardclan.enjin.com
Isle of Janthir

WvW won't become what we hoped it would

in WvW

Posted by: Eclipses.7152

Eclipses.7152

WARNING: LONG POST, but worth it. see TL;DR for major points

TL;DR:

1. Commander is an absolute mess
2. The roles/rewards/recognition of Guilds in a game called ‘Guild Wars’ is lacking
3. WvW has devolved into ZvZ (ZergvZerg)
4. The lack of Rewards/Progression/Depth/Consequence
5. The devs, their implementation of and lack of commitment to Wvw

Hey all,

I’d like to share with you some of the viewpoints I have with WvW, what it’s become and why it will never reach (not in its current state and with the level of developer attention) what we (many of those who bought gw2 primarily for WvW) had hoped it would become during pre-release and the BWEs.

First of all, to establish my credentials (not bragging just establishing experience): I was the founder and GM of ‘The Royal Guard’, in its heyday a midsize (~60 members) T1 WvW guild and Titan Alliance member (for those of you who remember what THAT was). I’ve fought and led many, many battles; seen tips and tricks galore; been a part of and observer to scandals and drama; took part in server community building and all that good stuff.

Why WvW will never amount to what the Open World PvP Die-Hard fans wanted

1. Commander is an absolute mess

The implementation of the Commander mechanic is an absolute mess. So let’s get this straight – players who grinded PvE or paid cash for gems > gold (as being an all out WvW participant wouldn’t net you that type of wealth at all) pay 100g and get to lord over other players in WvW? This is ridiculous. I have seen commanders make the absolute kittentiest calls only to get rebuffed when calling them out, because “they’re Commanders.”

Back in beta they were called on over and over again to change this mechanic: require badges instead, or kills, or tower captures – ANYTHING that was actually related to WvW and showed you had experience. We were rebuffed and instead we have a system that discourages the devs to create a guild raid system, encourages inexperienced individuals to lead WvW, encourages zerging and hobbles tactical play and engenders an attitude of petulance that simply because you have a blue icon – you know what’s best.

The WvW devs should honestly be ashamed that Commander is in the game the way that it is right now.

2. The roles/rewards/recognition of Guilds in a game called ‘Guild Wars’ is lacking

Spare me the lore argument. The game is called guild wars and the guild component as it relates to WvW is undercooked. The buffs and the siege weapons you can get from the guild upgrades are great, truly they are, but that’s where it stops.

If we take bay, garri, sm or what have you – does that do anything for our guild? So our banner is hanging from some parapets, what of it? Do you know whose banner that is? Are the NPCs named after us? Do we get influence or gold or karma over time for holding onto an objective? Does it announce in map chat that xxx guild has captured and claimed xxx objective? Do we have a system that allows us to form groups larger than 5 or at the very least see all guildies on the map? Is there any mechanic at all, other than an indistinguishable banner, that recognizes guild achievements in WvW? is there anything – at all – that truly benefits WvW guilds and significantly encourages guilds in this gameplay?

The answer to all of these questions are No. The guild buffs do not significantly encourage guild gameplay in WvW as they apply to pugs as well. They’re a ‘set-it-and-forget-it’ mechanic. No one knows which guild just gave them 5 different types of buffs neither do you need to be in that guild to get them. I’m not advocating that you should – but it just goes to show that guilds really lack scope and purpose in WvW.

3. WvW has devolved into ZvZ (ZergvZerg)

When I first started playing WvW in the BWE’s and the weeks and months after launch, zergs were a valid tactic, a tool to be used, but could be tactically outplayed using coordination. More often than not, at launch the guilds in TA were outnumbered vs the guilds from other alliances, notably Ascension Alliance, due to HoD bandwagoners and queues. I remember going against devastating, brutal zergs; even when you beat them they’d come back again and again knocking on your door over and over and over like a battering ram. Like a heavyweight boxing match they’d just keep bashing you again and again until you felt like you couldn’t take anymore. As soon as you finished the last of a zerg, regrouped and got your bearings – they were on your doorstep again. It was awesome.

Once when our homeworld garrison was occupied by Ascension, my guild and 2 other TA guilds were assigned to take it back. Using about 5 guys to attack Bay and draw swords, the rest of our motley crew hit garrison for all we were worth. Eventually they were too slow getting back to garri and we ninja’d it from them. It was a great feeling.

Eclipses
The Royal Guard – http://theroyalguardclan.enjin.com
Isle of Janthir

(edited by Eclipses.7152)

Caudecus Manor Ridiculous for lvl 45 dungeon?

in Fractals, Dungeons & Raids

Posted by: Khaolic.1832

Khaolic.1832

Why is it that everyone that complains about the dungeons being “way over the top hard” are the very same people that ABSOLUTELY refuse to follow even the simplest of instructions?

Is it really that much fun when you die over and over and over and over because you can´t be arsed to actually pull mobs, instead of RUSHING into them and eating 2-6 ground AoEs just because some 3 warrior / 1 guardian / 1 mesmer group on youtube did that?

Every class gets lots of utility in one form or another, using it is never bad. It´s getting frustrating when you first have the task of finding people that want to try dungeons, then you start on up, only to find out that one guy in the group is the type of clown that gets outsmarted by a turret and ends up wiping your group when he does manage finding a group of mob that is´nt permarooted and pulls them all.

The playerbase here is so DPS focused (and I admit, when you DO know what you´r doing, you can take off as much utility as possible in favor of DPS) that it makes dungeons ten times harder then they should be.
In all fairness, I recon something like half the players crying in this forum are the kind of players that you are actually better of trying to 4 man the dungeon without them.

CM is the first dungeon that actually requires you to think on your feet. Calling it hard is a mockery of any hard dungeon in any game. It´s not hard. At all. Even at 45 (I did every dungeon at level so far) and certainly not at 80.
Now, if you go in at 45 with a group that has another make-up then the youtube groups you´r watching before you go (or heck, same make-up but different traits / skills picked) then yeah, what they did MIGHT NOT work for you.
Lets not rush to the forums and whine about it.

For any dungeon in any game ever made, first time you do go, you should be a bit careful. When you pull, the basic line of thinking is “judge amount of mobs – shoot the one furthest from the others – hide ENTIRE group behind terrain”, this makes the gnarly and all his friends run over. Since they don´t see you, they don´t stop to cast or shoot on their way over. When they come around the corner, you unload. If the mobs are lacking stability this is a good time for the group to unload 1 AoE CC of some kind. Or AoE guard. Or AoE reflect. Or AoE “whatever”. After a bit they die. You move on, rinse repeat.

In all honesty, speed ruuuuuushing trough dungeons rather then being a bit careful IS ONLY FAST IF EVERYONE KNOWS WHAT THEY ARE DOING AND WHAT THE DUNGEON LOOKS LIKE AND HOW IT WORKS AND WHERE THEY ARE GOING AND WHERE THE MOBS LEASH (this bit is in caps because its SOOOOO IMPOOOORTANT) and if ALL of the above isn´t true, odds are your rush is going to end up with somewhere between 1 and 5 dead party members. Sometimes you MUST rush, say you wiped a bit and the mobs are now placed poorly and you have no choice left, but thats RARE if you and your group are even a little careful.

In CM the key to sucess is PULLING (not RUSHING INTO) onto your group. You get small chunks of mobs (top pull is 5 silvers, but they come first 2, then another 3 after a bit) and after that its just target priority. Which ones go down first depends on whats in your group mostly. If riflemen are present, stand still when the big red target is under your feet.
Blinds rock. Knocks rock on ANYTHING that shoots or wants to melee, unless a thug is present. Reflect rocks. Fear rocks. Cripple rocks. Terrain is your friend (gnarly monsters, like white men, can not jump) always.

Good luck in your future runs. Stop complaining, man up, don´t let those TRIXXY TURRETS outsmart you (the solution when you see a turret is…. waaaait for iiiit…. DON´T FIGHT BY THE TURRETS, move the mobs, after all mobiles are dead, stand around a bit, toss in some ground target stuff, get a general idea about how many mobs you hit with those, active dodge into room, push off AoE blind / stun / daze etc and quickly burn down whats left) on your next run. ANd never ever ever run up and into a group of gnarlies if you aren´t SURE that they are trivial for your group.

And me personally, I don´t even like running into groups of mobs when they ARE trivial since that makes people sloppy.
You better belive that the first people that figured out those dungeons had their fair share of wipes as well. But, if they are anything like me, it sure as heck wasn´t on the trash.

Dungeon Patch Jan 28th Update.

in Fractals, Dungeons & Raids

Posted by: Hobocop.1508

Hobocop.1508

Didn’t know it was impossible to res people in combat without consumables.

Oh, wait.

Poor dungeon design is hurting GW2 in my view

in Fractals, Dungeons & Raids

Posted by: kokiman.2364

kokiman.2364

If they want to make hard dungeon, they should put it on a timer. So people know that the hard dungeon is serious and not suppose to be run in pug. Since the same people are locked up for the dungeon and they can only do it say once every few days.

You know what your problem is? For some reason you think that 5 man Dungeons are supposed to be easy and everything with more players involved should be difficult. This is not WoW or other games that allow such big group of peoples, this is GW2. There is nothing above 5 man groups for instanced PvE and that’s why 5 man dungeons can also be hard.

GuildWars 2

Currently playing Heart of Thorns.

Poor dungeon design is hurting GW2 in my view

in Fractals, Dungeons & Raids

Posted by: Fiennes.9568

Fiennes.9568

1) Don’t use titles that look like fact, but are opinion.
2) Don’t judge dungeons based on your ability in a PuG group.

Poor dungeon design is hurting GW2 in my view

in Fractals, Dungeons & Raids

Posted by: Vayne.8563

Vayne.8563

So there are how many really bad paths? That’s the question here. There are 24 explorable paths for each dungeon. Are 12 bad? Are 18 bad? Are 6 bad?

I love how people focus on the stuff they can’t do, and ignore the stuff that’s fine. But you know, the stuff you can run through in 20 minutes, is what most people want. They want to do a 20 minute run and get their tokens. That’s it. They don’t care about difficulty as much as speed.

Most dungeons have a faster path and slower paths. Personally I think path rewards should be based on the difficulty of the dungeon, not universal. I think that if you’re in a path of a dungeon that takes twice as long you should get more tokens.

But the idea that dungeon design is bad because there are some bad paths, that’s a bit much. Some of the dungeon design probably does need to be looked at, but it’s not that big a deal.

I need two more runs on CoE for my legendary token requirement, and I’ll likely never go back into that place (except to help guildies) but it’s not as bad as the OP is making out.

And you know, the butler run in Caudecaus is so fast, it’s like not even doing a dungeon. I sorta like having a couple of harder paths to bang my head against.

Guardian with sword - sux!

in Guardian

Posted by: Danicco.3568

Danicco.3568

What Alarox said.

The offhand also doesn’t give any control at all, except maybe for Shield of Absorption and it’s 40s cooldown, so offhands make poor 1v1s or few vs few choices.

Even if you don’t consider 1v1 or few vs few PvP, for example, in WvW, if you’re using a 1H & OH you’re just “another guy attacking” someone.
When someone’s about to escape or deal some damage, you have nothing (with the exception stated above) to prevent or help this situation, and you’re relying that your teammates will do something about it.

The Sword & Offhand is awesome if paired with a Greatsword, but because the Greatsword is awesome by itself and Sword is just another weaker version of it that you can use when your GS cooldowns are down for more target pressure.
The problem is that the Sword by itself (with an offhand) isn’t a solid option like any other 2 hander.

You might think it’s good for Empowering Might? Same mechanic of Virtue of Justice, but since it has an internal cooldown, it’s not really that effective depending on how much crit % you run with a Greatsword.
What about support? Focus has Blind/Regen and block, Shield has pushback, protection and heal? Well you can pair your Greatsword with a Staff and still enjoy most if not all of your enhancing traits!
Line of Warding, awesome Might for 10 secs+, AoE heals, AoE Swiftness, slow ranged damage that can be used for healing and wall-bypassing wide arc attack? Sounds a little more useful for support than a Focus or Shield if you ask me…

And I’m sorry if you think they’re fine “because I kill lots with it”.
You’re just gimping yourself and you could’ve perform much better in all nearly scenarios with a Greatsword.

And don’t get me wrong, I love Swords (and Shields).
I personally made my Guardian just because I love the looks of that a Heavy Armored class with a Sword and Shield in hand. The Sword’s flashiness is also awesome, but I just don’t find it comparable to a Greatsword/other 2Hander for most or all parts of the game.

I change my Traits quite often, picking Empowering Might (I don’t run this usually), Battle Presence, Right Handed Strength (I don’t play AH), and think “Hmm, so I get this great passive support, let me play!” and when I die or fail a hard event because I think “I didn’t damaged or pulled enough mobs of the NPC, or my healing lacked” I go back to my Power/Health symbol healing & everything AoE Greatsword/Staff combo.

I just want Swords (and Shields) to be as great as these two weapons (can’t speak about the hammer because I don’t use it too much).
Then I’ll be able to look cool while still being awesome on top. For now I’m just awesome =(

Guardian with sword - sux!

in Guardian

Posted by: Alarox.4590

Alarox.4590

It doesn’t suck. It’s simply boring and niche, but in that niche it does well.

Boring because all you do is spam ‘1’ and hit ‘2’ when you’re out of range. Hitting 3 is a bad idea almost always since it hits for about auto-attack damage and it puts you out of melee range (since you’re immobilized). The off-hands have long cooldowns (the exception being the Torch) and don’t have very powerful effects except in specific situations, meaning you’ll still stick to ‘1’ and ‘2’ for most of the fights. There’s really not a high skill cap on this at all.

Niche because it lacks control, support, and AoE. (Please don’t bring up Torch 5; the DPS on that skill is low compared to just spamming ‘1’ with the sword and never worth using unless you’re hitting 4-5 enemies.) What it does have is high single target damage and a short cooldown gap closer, so in any 1v1 scenario it is just as effective as a Greatsword or Hammer.

Alarox – Human Guardian
Rampage Wilson – Charr Engineer
Sea of Sorrows

(edited by Alarox.4590)

Am I viable?

in Mesmer

Posted by: Kaiyanwan.8521

Kaiyanwan.8521

I farm Orr events perfectly fine. Mesmers can tag all mobs, even if there are multiple groups at a time.
Leveling can be a bit of a chore in the lower levels, but it will get better at some point.

I wrote this leveling guide, maybe you can get something useful out of it…

https://forum-en.gw2archive.eu/forum/professions/mesmer/Lazy-Kai-s-Guide-to-PvE-Leveling-Guide/first#post850721

Necromancer weps

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Axe/Focus can be used as a setup weapon for direct damage builds that utilize DS, outside of that niche axe is generally a worse choice then any other weapons we have.

Staff is incredibly reliable and versatile, that’s why it’s our most popular weapon.
Staff is also one our few weapons with only good traits. The only build I know of that doesn’t use it is the exact one that uses Axe/Focus + Dagger/WH, a single target DD build.

Dagger has our highest DPS with it’s auto-attack, which is also our singular melee skill out of the water.
Dagger 2 is unreliable in PvP but ok in PvE.
Dagger 3, when it hits, is an incredibly long immobilize.

Scepter has a very good sustained damage with a condition build and a very useful 2 skill since it cripples+bleeds in AoE, scepter 3 is generally a waste of time. Scepter also has one of our best weapon traits as a GM trait in the curses tree.

WH is best when combined with dagger since 5 is pretty much a melee skill and the 4 daze is hard to hit from longer ranges.

Focus can be combined easily enough with most MH weapons, but it’s most useful with a DD or Hybrid build.

OH dagger is better with condition builds since it has a condition transfer and an AoE bleed+ weakness, all of this adds up into OH dagger being good in ranged builds, a bit odd since MH dagger is pretty much melee centered.

Attrition – A pretty name for taking longer than anyone else to kill something.

Where is everyone in PvE!?

in Players Helping Players

Posted by: Oglaf.1074

Oglaf.1074

We’re all standing around Lion’s Arch.

I can do thirty Five-Dolyak Arm Curls.

Do you even lift, bro?

Condition Mesmer concerns

in Mesmer

Posted by: djtool.8372

djtool.8372

First thing to recognize is staff. It is not a “condition” weapon, it is a “group condition” weapon. This weapon is optimized for group encounter situations. that is why you apply vulnerability. that is why you produce a field. It is why your warlocks damage is optimized in a group setting (i.e. more conditions on a target).

Condition application – The class is reliant on clone crits for bleed stacks. No you will not apply the same amount of bleeds as some other classes but you will shatter your clones to produce confusion and swiftly replace them. You class mechanic replaces ‘OMG condition damage’ with versatiliy.

Confusion is what drives a mesmer’s condition damage and it function either as steady damage that additional to your bleeds + retaliation, or it funtions as ‘condition-burst’ where you stack large amounts of confusion to do large amounts of damage “now”.

Phantoms – The condition phantasms are the mage and the duelist (to a smaller extent the warden). Phantasms do not exist in a vacuum and therefore must be created with duelings 15 train in mind.

I do not agree with the phantasmal mage’s implementation however. the duration should be longer (at the least as long as the recharge timer on the phantasm’s attack). I also question whether it should be single target as the prestige is an aoe.

Build diversity – this presumption is only correct when your goal is simply ‘max number of damaging conditions’. Yes rabid is the only way to achieve the max. Other viable ‘condition’ specs exist within the other amulets but they sacrifice max condition application for some other tools or power-damage. It would be cool to have another ‘max’ alternative but then ‘max’ is ‘max’ after all.

Traits – The trait deceptive evasion: I actually am not thrilled that our primary resource mechanic is tied up in the precision line. Why should a carrion or shaman’s amulet wearer have to care about precision? I’m not a fan here.

I have not experienced any real issue with clone AI.

Shatter burst should not be the only build option – I’m not sure how to answer this. There is basically bleeds, poison, burns, and confusion. Most classes have bleed stacks. A couple make burns their primary source of cond damage. One or two can do significant poison damage. Only one class can really focus on confusion damage….us. I feel that if you want to do massive bleed stacks you’ve come to the wrong place.

(edited by djtool.8372)

Fashion armor

in Players Helping Players

Posted by: Jayne.9251

Jayne.9251

Once it’s bought you get the achievement.

L’enfer, c’est les autres

Blinks discription is misleading

in Mesmer

Posted by: FLIMP.8172

FLIMP.8172

Blink works if you can WALK to the point. If the path requires you to JUMP to get there, you cannot blink there. Example, in kyhlo, you can blink up the ramps and the roof from below

Why WvW?

in WvW

Posted by: Lightsbane.9012

Lightsbane.9012

why WvW? because risen sure as hell aren’t going to be impressed with a legendary. i will never understand pure pve players.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Carrion vs Rabid for Condition/Shatter Hybrid

in Mesmer

Posted by: EasymodeX.4062

EasymodeX.4062

Rabid and Carrion are both ok in general. I feel that Rabid tactically over-invests into condition damage (by employing both Sharper Images and direct condition damage). This means an opponent with good cleanses shuts you down, and you have no burst.

Carrion will lose ~80 or 90% of the Sharper Images DPS, but will shift that to harder hitting Mind Wracks (which you use all the time for Confusion anyways) and significantly harder hitting iWarlock and other direct damage stuff.

I think Carrion provides a better spread of condition and direct damage.

The only complexity is that this type of build really like lots of Clones, and picking up Deceptive Evasion not only costs 20 points in a tree you otherwise don’t use, but also picks up SI.

If you can play this build without DE (WHICH IS VERY DIFFICULT IMO), then Carrion is the clear winner because you don’t need 20 Dueling. Otherwise, it’s a toss-up based on whether you want a bit more synergy (Rabid), or more damage vectors and burst (Carrion).

Actually, I feel like I want to investigate more ‘no-Dueling’ options for this build. Probably won’t pan out well, but worth looking again. Bye bye.

If you can’t read English, please do not reply to my post.