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This dungeon is hard for uncoordinated groups or groups that don’t plan or talk.
Plan/talk, and it becomes a challenge of coordination.
Profession fixes come on the next patch two weeks from now. Have you ever noticed the lack of profession changes with the recent patches? They’re consolidating it all on the next patch.
[Connection Issue] Can't log in home server
in Account & Technical Support
Posted by: Advent Leader.1083
Issue: Unable to log in home server/extreme lag when playing in home server.
Connection specifics:
Connecting from Philippines, home server is in Piken Square.
Tests run:
Using home server guild chat – getting error 42/no response
Partymate in home server – unable to see party icon/constantly refreshing party tab
Partymate out of home server – stable connection
Error happened at two hours before posting, still happening right now.
Ranger query, though: what the hell is MH axe supposed to be good at?
@Frost challenge: his icethrower attack does not track, meaning you can simply run around him in circles. Just something to put by.
What is worse, ‘vanilla’ dredge or Molten Alliance dredge?
Just set your culling settings back to medium for quality and medium for number of visible figures as a work-around. Ooooor set shadows to high so you can see the shadows of the boulders properly.
Personally giving engineers a unique condition reducing boon (say a boon that reduces x condition damage/duration) and making sure that only it and other classes (say necro and mesmer) can apply it reliably and that would -probably- make engineers a lot more viable. That’s just 2c, though.
To be fair, they have to go balls deep in the arms trait line to do that. The mace skills laid out there can be good if they can be achieved with traits boosting them up.
Gonna go drop a comment on the validity of the skills.
MM 1:
-Final auto strike needs all blocking skills to be homogenized in effect so that mainhand can remove the blocking effect.
Balancing:
The mace chain is incredibly OP in it’s state. One good way to balance the tradeoffs is that the boons be on-hit – if it misses or gets blocked, the effects don’t trigger at all.
Bosses shoot armor-penetrating attacks. xD
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Even if you’re a pure roleplayer, at least have the mindset that you bring a cookie-cutter build/gear because when you’re dungeoning, you’re also taking up other people’s time (unless, of course, you do the dungeon solo, or doing a roleplaying run with other likeminded people).
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@CM is bad: It’s relatively fun, TBH, though it does get cheesed since you can skip a good lot of the mobs in CM aaaand still completed dungeon and get and easier time since there’s a lot of projectile slinging mobs.
Well good news and bad news: condition damage will finally get some love a month from now (Oct 17 patch details changes to conditions, what it is we’ll not know).
Personally though I’d expect the worse and stick with direct damage for a while, since ANet has a track record of busting things that might not need busting down.
Staff… guardians in Teq? Seriously?
Well, to be fair we did get one bone wall early on, which wasted around 20s of time.
So long as everyone knows what to do and keeps an eye out for anything to do, you’ll win. We beat Teq without TS/RC. Just good old fashioned coordination from everyone in the field.
300 is the best I can get. I run around 400-450.
Or maybe there’s a timer so all world bosses in all servers could be reliably spawned in sync?
Yeah, that guy. Last time I tried that with my warrior I faceplant most of the time from the bleeds he stacks per attack (was using the regular banner/FGJ/endure pain utils) and backing away while attacking while he’s crippled still hurts when you go melee.
At least on engineer kiting him around throwing grenades around works, but it’s still not melee. I shudder to think how to melee that boss on a sword ranger.
Edited: FGJ, not FGS. Gah.
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Oddly, and perhaps embarassingly, I have a harder time Zerkering in CoF than I do in just about every other dungeon and it’s solely because of the flamethrower guys. I can do other dungeons no problem, but everytime I run into those flamethrower guys, I feel like an idiot.
I’m glad I’m not the only one, I’ve been afraid to say it
Flamethrower confirmed OP when in enemy hands.
Opening a thread to discuss and possibly learn melee tactics from. First question as OP would be:
(valid currently for build 23458) How do you reliably melee (when in zerk) that Champion Door Guard in CM story that if I remember correctly has a melee attack which is more than 130 range, tracks, and bleeds per hit, as well as triggering HB every now and then?
Cross profession tips would be reaally useful for here. Only way I can think of doing so is a chain blind every half a second or less (just blind as fast as he attacks).
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Well, I do wish (as an engineer main) to just get the main hand melee weapon you’re despising and related traits that let us work well in groups. Playing solo at mid-range using grenades in engineer sucks when you’re not playing in high resolutions and you can’t see kitten properly. Especially when everyone on your party is meleeing and ultimately obscuring your view when you’re using nades.
The closest thing we have to signets are gadgets. Just make gadgets have a weak passive that applies to allies and not to ourselves and we’re set.
Introduce a trait that improves engineer field blasting capabilities. This can be a major/minor trait, but this highlights combo play styles with engineers.
Some ideas off my head are the following:
- double duration/potency of blast effects
- double range for effect (most effects are limited to 300 range)
- add another effect (kinda like Persisting Flames)
I just went to said thread… and oh god why?
Just a side thought about thief LS: how about making it stealing one boon, but sharing it to allies? Would it be OP?
they will have to make it prioritize boon removal like bountiful theft which removes stability and aegis first than protection.
all other boon removal are sort of bad because it removes random boons.
I think one issue Anet should work on is boon removal/stealing/corrupting priority. Make it less random.
They should probably either make boon removal either go on specific boon priority when removing stealing, or make it so that it either goes by stack based boon removal (last applied gets removed) or queue removal (first applied gets removed).
Just a side thought about thief LS: how about making it stealing one boon, but sharing it to allies? Would it be OP?
All classes operate by using autoattack supplemented with weapon abilities or utility skills. I don’t understand why people want to complain that one single class is “just press 1 over and over.”
To be fair, they saw the wrong class. It’s engineers that you need to press 1 over and over most of the time when in a specific build, because we don’t have an auto attack for grenades.
Giant jelly reminds me of HoTW bosses.
It happens if your Character Model Quality (Graphics Options) is set to low. Set it to medium before entering the dungeon and you’ll see the fireballs, since I believe ANet forgot low-res models for the blobs of fire.
I agree with you an Nikaido that the LH ele was almost certainly unintended. However, it wouldnt be the first time that the optimal build (mesmer/warrior) was based around not using the profession mechanic. A big failure of their class design was that they made traits that run specifically counter to the class mechanic..
Ranger suffers the worst from this, IMO. Way too many traits involve stuff happening when downed, when you pet is dying, when you’re dying, etc.
I have a feeling rangers were designed for rescue when they thought of this.
The greatest nerfbats engineers have received would be the 30% full stop direct damage reduction on grenade 1 and the reworking of kit refinement. Kit refine rework made it so that engineers lost the AOE point heal (super elixir x2 that at that point scaled with heal power) that they could bring or the sudden nuke (jump shot->barrage on swap->barrage) that they could do when using GB that also maxed out vuln stacks. And to even clarify more: every KR before had no GCD. So the old kitgineer nade build would be full DPS, with each KR having it’s own internal cooldown that ranged from 10-20 secs (I distinctively remember super elixir and fire blast with 10 secs CD and GB with 12-15 secs CD), as well as mekittenit having that constant no-CD swap thump.
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Do the devs even try to theorycraft builds that they can use well?
Oh god Lyssa is a pain. So much FX burning your PC and so many misses nade throws and people meleeing in empty spots because of constant block/flash step. I don’t mind if it’s just around 10-15 people doing event… but scale more than 30 and my PC begins to burn.
Kholer cornering means that he can still melee you, but it probably(?) minimizes the chance of him whirling suddenly (due to the dagger storm not being triggered because everyone is in close combat, not sure if whirl is triggered if any party member is in >x range) and that even if he does that move-and-attack action (I think it was the skill similar to ranger dagger 4 oooor was it ranger sword 2 and 3?), he stays pinned in the cleave area of any melee attacker.
That’s just my 2c though. Not quite sure if that’s how Kholer AI works, but I think it’s close.
Yeah, something like Renewed Focus, only weaker, since RF gives invulnerability while channeling – uninterruptible and such.
Usually I rush to target when doing a discharge salvo.
Three necros two rangers aren’t worse?
Waaaait. Why need a group that is a.) a guard and b.) zerk in PvE?
Any rifle static discharge-centric build works well.
Well ok Ill bite. Warriors only save their burst for the end of the fight. Necro’s only flash DS or save it for defense. Mesmers dont shatter. Thieves dont steal? Only classes that really get to keep using their class mechanic in dps builds are engi, guardian and ranger. But they arent exactly very exciting class mechanics.
Well, not speaking for all Engineers, but I save my tool belt skills for appropriate times, since they are more often than not utilitarian, and not unlike the right side of the skill bar, and shouldn’t just be rotated as they come up.
Engineer GB always comes on CD for me. BoB I use specifically if defiant is up/mobs are against a corner, as it kittens up positioning. Also, do remember static-discharge builds taking their main damage from static discharge spam from TB usage.
Three rangers/two necros are a bad mix?
The problem, I think, is that most PvE encounters can, no, probably should be accomplished with great inefficiency, and that is the sad thing there.
There is also the fact that classes aren’t reliably balanced in dishing out the trinity combination ANet set up: control, support, and damage. Well, let’s just focus on the two, since damage directly influences your success chances. Most classes may have viable but very, very selfish damage options that honestly do not compare much with classes that have supporty yet still very damaging options.
If PvE could be designed like PvP, well, you’d see other classes become viable again. But in reality, it’s nearly impossible to create such scenarios since it requires massive scripting and server load for each individual enemy AI.
Advent is correct. You cannot crit Teq, so Berserker is very bad for attacking the dragon itself.
Still, does this make it ok for people to ask for bans if they don’t like your armor stats?
Personally, it’s hard to know whether or not people are griefing or are either clueless or compensating for their capabilities. High lag and knights gear would be better for you since you can tank. Buuut going to report? That’s like… extreme, dude.
I’m just trying to tell OP that his perception that zerk is be-all, end all in PvE mathematically if and only if it’s stationary/large-scale world bosses is wrong, because you can’t crit. So kicking people because of that would not only be wrong, it would be blatantly misinformed aaaand pretty much poor judgement on his end.
If engineers get access to GS let me know. I’ll grind gold for that. xD
Actually, I think Teq (as with all other world bosses such as Jormag and stuff) can’t be critted, which makes power builds the do-all in these events.
So power main gear (such as the hated PVT in dungeons) are the ones that will be DPSers, aaaand if I were you I’d go PVT on world bosses. You don’t crit a lot, friend, and you get much more safety.
Zerker is only useful once you can crit (which means they’re good for mob defense) but other than that I’d rather go PVT if I’m going to plink away at a boss… unless Teq can be critted this time around.
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Just an idea: what if engineers got other traits/skill (other than the three toolbelt-affecting traits, Adrenaline Pump, Inertial Converter and Static Discharge)?
An idea for an Elite skill would be Rearm (I forgot the specific DoTA hero that uses it, was it Tinker?) that after either a channel(or if you’re going to push to OP bounds, instant/low cast time) he gets his toolbelt skills refreshed (and if you’re going to go with OP ideas again, have an added boon to her/him).
Any thoughts/ideas?