Showing Posts For ArthurDent.9538:

Guild Lord needs a buff badly

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

I generally think lord is in a good place but I think it would be a good change to stop invaders from being able to rally off the guards. This makes defending much harder than it should be because of all the rally bait keeping the invaders up and healthy.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Mobile Vallog

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

I hope they make everything mobile eventually.

Stationary bosses are too easily exploitable.

Mobile nightmare tree, make it happen

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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D/D maining Ele vets

in Elementalist

Posted by: ArthurDent.9538

ArthurDent.9538

Correct, fire fields are the skills that leave the ground on fire. For d/d this is burning speed and ring of fire. Once you lay down a fire field, if you use certain skills within or through the field they give additional benefits. For dd you have 3 blast finishers (frozen burst, earthquake, and churning earth) and one leap finisher magnetic grasp→magnetic leap. Additionally most pvp eles use the trait evasive arcana which makes your dodge roll while attuned to earth an additional blast finisher.

Blast finishers grant 3 stacks of might when executed within a fire field. Leap finishers through a fire field give a fire aura which gives might and burns foes when they strike you. You can also use your finishers on allies combo fields, though dd only has access to fire fields on its own. Knowing how to combo with your own skills and with allies skills is very important and is the basis for many standard rotations.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Remove foefire from map choice....

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Oh, then I take everything back. Those seemed way to low to really be the average differences between the winning and losing scores. I was honestly doubting the data, but didn’t really have a way to confirm other than personal experience so was just surprised.

14 Dungeon paths soloed
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Remove foefire from map choice....

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Those are actually really small differences and I am pleasantly surprised at how close games are on average apparently. It does show that courtyard, and to a lesser extent foefire are outliers compared to the other maps. Also why no data on Nifhel?

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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No Mention of New Dungeons at PAX South

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

xD

I already crafted one as you already know. ;d

And then it turns out to be a condi weapon

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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[Old Concept pict] We get dual pistols

in Elementalist

Posted by: ArthurDent.9538

ArthurDent.9538

I am hoping for sword, I would like us to get a true melee weapon. It probably shouldn’t be one that is already a conjure since that could get weird if you are using the non conjure version of the weapon and the conjure utility in the same build. Which leaves just sword and mace, but I don’t really like maces for some reason.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Burning Speed Evade

in Elementalist

Posted by: ArthurDent.9538

ArthurDent.9538

I know everyone is on the “DD ele op nerf nao pls train” but this is something that has really bugged me. I have simply come to the conclusion that there is no way that the evade on this skill is 3/4’s as the tool tip says. The evade frames start extremely late in the animation and they also end quite quickly as well.

Assuming that it is a 3/4 second evade this would put it at the same duration as a standard dodge. However the level of precision required to actually intentionally evade anything (assuming what needs to be dodged has a long enough cast time otherwise you will simply be hit before the evade frames start) is incredibly high compared to a standard dodge. I have no way to prove it but I would say that the actual evade duration is probably somewhere closer 1/4 seconds since the only things it ever seems to evade are one or 2 hits from channeled skills such as rapid fire and blurred frenzy.

I wonder what other peoples thoughts on this are and whether they have any good methods of proving or disproving whether the evade is bugged, or I just need to learn the timing. I have been trying to figure out how to time the evade for a long time though, and the only thing it works for in my experience is the random luck dodge and necro marks.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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[Suggestion] Stat selectable Vendor armor

in Guild Wars 2 Discussion

Posted by: ArthurDent.9538

ArthurDent.9538

They seem to be making every piece of special gear rewarded have select able stats via drop down menu. This would fit that theme, and simply look much neater as far as the user interface goes. A small but definitely nice change.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Relevant to your interests: Upcoming Balance Changes

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

staff eles all that much as they have a lot of blasts on their own

dafug I’m reading
And don’t even start about traits, we talking about weapon.

Staff ele camping earth and spamming erruption technically has higher blast finishers/second then DD. Though they won’t do anything with this strategy so /shrug. Scepter focus/x still beats both of them in this regard though.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Mesmer's and Thieves the cause of PvP's Meta?

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

In glass vs. glass, he who strikes first wins. With the amount of stealth and teleports thieves have access to, they have a major advantage in getting the first burst off, and it is obvious that they will always be alpha predators among zerkers. This is unless the zerkers can gain ways to better deal with them such as with medi guards. However the tricky part is how to make other zerk builds able to survive thieves without making their other tankier specs even more op?

The biggest advantage they have is that they can pick and choose their engagements at will. Even if other zerk builds can beat them in clean 1v1’s if a thief catches those builds without important cool-downs or at sort of low health, they have no chance of getting away and will die. However if those builds catch the thief in the same situation, they simply have so many ways to get away. The likely hood that all of them are on cool-down is minuscule.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Is it true celestial amulet is overpowered?

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

No, its fine. Its merely a coincidence that the builds people complain most about happen to be using the Celestial amulet, and were pretty underwhelming before Celestial amulet was added to pvp.
The only solution is to nerf the profession, and make it hurt as many builds as possible in all gamemodes. Especially in other gamemodes. After all, Celestial is fine.

^^ this guy gets it

14 Dungeon paths soloed
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Backpacks Official Gw2 Forbes

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Poor oeggs getting cut from everywhere. At least he won in China

14 Dungeon paths soloed
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My opinions on warr vs. ele for speed solos

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

Is it perhaps still worth it while soloing to ensure you maintain perma burning for the damage modifier?

Not sure if you get enough burning from other sources to make it redundant.

14 Dungeon paths soloed
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My opinions on warr vs. ele for speed solos

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

I have said it before and I will say it again lava font with persisting flames is just broken. The damage isn’t overpowered by a pvp standpoint since no one stands in a lava font that long, except npc’s…

If they could front load the damage while lowering the total amount some how that would be excellent. That way it could actually be good damage against real people while not as brokenly overpowered against npc’s.

This would require an overhaul to the skill and/or the trait, and I really am not sure the best way to go about it.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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What is the highest stability build?

in Elementalist

Posted by: ArthurDent.9538

ArthurDent.9538

^ Though you could also take a focus for obsidian flesh and mistform both of which include the effects of stability though lack the boon.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Things must happen to balance PvP.

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

I’m glad OP isn’t a developer. This list is just silly. Adding a UI element doesn’t get rid of passive play. No nerfs to Sigil of Battle or other overpowered sigils.

Sigil of battle isn’t overpowered.

The might that sigil provides when swapped off cool down ( which engis and eles do by default) with might duration runes provides more power and condition damage then fully stacked bloodlust and corruption COMBINED. If that isn’t overpowered, I don’t know what is.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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[VIDEO] Zoose's proposed changes

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

In my opinion, trying to implement diminishing returns for on swap sigils in this manner is a silly idea and would prefer a straight nerf to the duration of the effects. Yes this will make the sigils less appealing for the non targeted classes but this isn’t a problem. This is because there are dozens of other sigils that they can choose from which will probably have better synergy with them.

Synergy between builds and gear is something that will always happen and is a good thing. There is obvious synergy between on swap sigils and classes that swap weapons a lot. That synergy is lacking in other classes therefore it simply doesn’t make sense for them to be the go to sigils for those classes. The fact that battle, doom, etc. are used on so many builds regardless of this synergy is a clear indicator that they are simply overpowered.

This goes with my personal belief on how balance should be performed, if a build is only overpowered with specific gear choices, nerf the gear, not the class. If the build is overpowered with many different gear choices, then nerf the profession. People don’t feel attached to gear however they do feel attached to classes. If you nerf an amulet no one cares, if you nerf a skill people feel victimized.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Good 1v1 builds? (pvp)

in Warrior

Posted by: ArthurDent.9538

ArthurDent.9538

From an ele main perspective, I find ss lb and axebow to be the toughest builds to fight that will change from class to class and individual to individual though. The one constant for me though is that anything without long bow is much weaker than anything with it.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Possible way to get Necro into PVE meta

in Necromancer

Posted by: ArthurDent.9538

ArthurDent.9538

My idea is to add a new corruption type elite skill that gives all party members a buff that provides a large dps boost, while also causing them to take increased damage. Both the buff and the debuff would be unique, non-stacking, and unable to be cleansed.

It would act similarly to time-warp however with either a greater dps boost or a shorter cool-down allowing it to be used more often. This will be balanced by the increased damage received. The loss in defense allows the skill to fit the corruption theme, while also allowing it to be extremely strong dps wise without becoming game breaking in pvp.

This is in a sense just a band aid fix for the problem of pve encounters simply not requiring what necros are strong in. What it does do though is give necro a powerful way to support their teammates which is all the class is really lacking, aside from active defense. Additionally this comes under the assumption that we will ever get new elite skills, however if we do, one like this would help.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Huge undertaking - Fastest way to solo keeps?

in WvW

Posted by: ArthurDent.9538

ArthurDent.9538

trolololololololololololololololol

14 Dungeon paths soloed
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Anet, it's time look into Elementalists.

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Nos typically runs condi, apparently him and phanta duel each other a massive amount, and it is fairly even. So yes at the very top level condi necro doesn’t completely counter dd ele, but I have found at lower levels it is a extremely strong counter. That is unless I only run into extremely good necromancers and scrub elemenatlists.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Anet, it's time look into Elementalists.

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Just nerf celestial amulet, no weapon set is carried as hard by it’s amulet as the dd ele. And people saying that it is crap on most classes, it really isn’t. That is why 6/10 players in wts were using it. Sure 3 of them were eles, but there was still an engi, a warrior, and a guardian. So for six of the top players in the world representing 4 different classes they decided that this amulet was the best choice for the best build they could make. This is clearly an over-performing amulet.
With that being said, I think everyone knows that of all 4 of those classes, the only build that didn’t have an alternative amulet that was a competitive choice against celestial were the eles. I would love to be able to choose some amulet other than cele for my ele, but if you nerf a class that really isn’t strong with any other amulet, then you simply pigeon hole them into more celestial.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Make Ele Scepter viable please!

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

So why exactly does nerfing dd all of a sudden make s/x viable? It isn’t like dd shuts down s/x, as you stated that is what thieves do. The two builds aren’t competing for the same role since they are completely different builds that serve different purposes. Sure they are both ele’s but they are not builds competing against each other. Nerfing dd won’t make s/x viable because people will not think “hmm let’s use the next best ele build” they will think “let’s use the next best bruiser (hambow, condi engi) build.” All you would get is a meta with less ele’s because teams don’t need “eles”, they need builds which when it is dd vs s/x it is apples to oranges. Go back to before the big feature patch where dd was even less viable than s/x is now, did that make s/x viable? no it just made both ele builds nonviable. I am not saying dd shouldn’t be shaved, but shaving it won’t make s/x magically viable.

sry did only read the first sentence, too lazy to read more tho

that is, by no means, what ive said:
only thing i said is that making S/x viable requires the game to get balanced; which includes nerfing the op D/Dceleele, and buffing scepter(or nerfing pretty much all the dmg output ingame)…and literaly noone can tell me that D/D cele isnt op.

Well here is the thing, why do you specifically target dd ele, as opposed to all of the other meta builds that are nearly as strong (engi is arguably stronger). If anything you should be attacking the ones that actually are competing with s/x (thief, mesmer, medi guard). DD ele is strong right now no doubt, but it is not even close to the reason for s/x’s non viability which was shown by how the previous meta (which was completely dd free) and s/x was still non viable. This is why you got called you out for a " thinly veiled ‘Nerf Cel D/D’ thread".

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Make Ele Scepter viable please!

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

So why exactly does nerfing dd all of a sudden make s/x viable? It isn’t like dd shuts down s/x, as you stated that is what thieves do. The two builds aren’t competing for the same role since they are completely different builds that serve different purposes. Sure they are both ele’s but they are not builds competing against each other. Nerfing dd won’t make s/x viable because people will not think “hmm let’s use the next best ele build” they will think “let’s use the next best bruiser (hambow, condi engi) build.” All you would get is a meta with less ele’s because teams don’t need “eles”, they need builds which when it is dd vs s/x it is apples to oranges. Go back to before the big feature patch where dd was even less viable than s/x is now, did that make s/x viable? no it just made both ele builds nonviable. I am not saying dd shouldn’t be shaved, but shaving it won’t make s/x magically viable.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Congratulations to Abjured for winning WTS!

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Has anyone got a link yet to watch the finals? This is just really poorly done if they leave it with no way to re watch it especially considering how annoying the time was for many of us. I want to see this match-up!

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Make Ele Scepter viable please!

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

In my opinion scepter just needs a redesign for a lot of the skills. Dragons tooth is useless 99% of the time, and shatter stone are absolutely useless 100% of the time. It is a weapon that has some extremely powerful/op skills, and some useless skills which as a personal preference I just don’t like. It results in play styles such as yolo burst where you unload every strong skill you have then run around like a headless chicken till they are back off cool down. If scepter is to be anything other than this type of game play, then skills such as lightning strike, and phoenix need to be toned down a bit while making the auto attacks, shatterstone, and dragon’s tooth worth their cast times.

However we already do have dagger where every skill is useful, so perhaps leaving scepter in this state is necessary to keep them different in a way other than range. That just means I will personally stick to dagger unless it is nerfed to complete non viability.

Curiously off hand dagger vs. focus has the same issue, some really strong skills on focus (magnetic wave, swirling winds, and obsidian flesh) vs. all the skills on off hand dagger being useful (except churning earth to an extent).

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Help with profession for sPVP

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Due to the limitations, I would say go with SB ranger, d/x necromancer, s/f condi ele, or turret engi. These are all builds that don’t require you to hit too many different buttons.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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PvE foes - high damage, low health pls

in Guild Wars 2 Discussion

Posted by: ArthurDent.9538

ArthurDent.9538

If you want to make other types of armor necessary then increasing the damage from each mob attack would do nothing, people still run zerk in upper level fractals, where trash mobs auto attack you for 10k.
What would make a difference would be increasing the rate of attack, so that one would run out of active defenses (blinds, aegis, evades, etc.) and be forced to rely on passive defenses.
Note: that the only way to make zerk not optimal is to make it non viable, or damage stats totally irrelevant. Pretty much all content can be completed with any gear choice (there are a few exceptions with hard dps checks, for example a zerg full of magi burn guardians wouldn’t be able to kill teq), therefore every gear choice is viable. However zerk will always be the fastest, which is why it is considered the best.
An important thing to note is that if there was content that absolutely required some basic level of passive defense, then zerk would not only be non optimal but it would actually be non viable.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Suggestion: Ice Spike a blast finisher

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

The 2 problems I have with staff, are one from a pvp perspective and the other from pve. For pvp all of the 2 skills are way to slow to hit and easy to avoid, this leaves no reliable sources of damage aside fireball and where players are forced to stand on points, this allows the weapon to simply abuse the game mode.

The other problem is in pve, the interaction between lava font and persisting flames is completely brokenly overpowered. With persisting flames, and pyromancers alacrity lava font can stay up pretty much permanently ticking from 3-5k every second. No one in their right mind would stand in this for so long, but npc’s do and get annihilated. I would love to see the damage overall nerfed but more front loaded, so that lava font can be used for more than area denial in a pvp setting.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Engineer needs balancing

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

If I were in charge of balance, I would make Healing Turret remove three or four conditions and nerf engineer’s condition application a tad — maybe by making Incendiary Powder last two or three seconds by default.

But those are really changes at the margin. Anyone who thinks any class is dramatically broken is very likely blaming the game for a personal skill issue.

Unfortunately, the balance between healing skills is … really unbalanced. Healing Turret pulls out much better sustain, utility (with the knockback) and the condition removal. Buffing Healing Turret would just make the other ones even worse in comparison, choices are ideal.

Have to agree, Healing turret is already the best #6 heal in the game with basically no close second. Even the compared to the generally considered overpowered Healing signet it has greater potential hp/s (not totally positive), clears conditions, is aoe healing for teammates, and has both a blast finisher and water field for extra utility. Basically this skill doesn’t need any buffs as it is already incredibly strong, in engi needs extra cleansing options, then add them elsewhere.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Engineer needs balancing

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Fix to Engi:

Weaponswap cooldown on device/ weapon kits and their main weapon.
e.g. They switch from rifle to bomb kit – rifle gets 10 second cd – they switch from bombkit to elixier gun – bomb kit gets 10 seconds cd.

Incendiary Powder: triggers from blinds.

Best regards!

If you want the class to be completely destroyed (or get nothing but turret engis) then that is how you do it.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Highest burst in the first 5-6 seconds

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

I would suspect a rotation such as: arcane wave→churning earth (time AW to hit right before churning earth and assume we start the clock right when the arcane lands)→earthquake→lightning strike-ride the lightning→updraft→dragonstooth→arcane blast→phoenix→ring of fire→frostbow barrage. Have the fire elemental out and have it use the activated skill to hit right as churning earth does.
For build something like either this:
http://gw2skills.net/editor/?fFAQJArYnMIS1DWyAuMAdEGgAIiFMduVcZWHA-TJRBwAX3fgcZAAnAgHPAAA
Or this:
http://gw2skills.net/editor/?fFAQJArYnMIS1DWyAuMAdEGIAICfEkMKX863IA-TJRBwAX3fgcZAAnAgHPAAA
For second one lava tomb is for the hypothetical chance that you can be downed and instantly rally at the very start of your rotation giving a nice persisting flames boosted lava font (also need to be instantly healed back to full for scholar rune bonus), but that really is getting ridiculously unrealistic

For either build, tempest defense gives 20% extra damage during the 2 cc’s, though lightning rod proccing 2 more lightning bolts might be slightly better. Assume prestacking from external sources for might and furry

14 Dungeon paths soloed
Lupi solos on 9/9 professions
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Suggestions to shave DD ele into balance.

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

Sigh, why do people KEEP suggesting a nerf across the board instead of specific professions? It’s pretty clear that Elementalist’s are overtuned and yet the responses i’m seeing are, “naaa nerf sigils and stuff.”

The obvious reason is because dagger/x eles are only overpowered in one game mode with one specific amulet. Generally anet doesn’t like balancing separately between game modes, so why wreck the weapon set for all game modes, when the celestial amulet is what makes them powerful. Sure fewer other specs will not be able to use the amulet, but what is more annoying, losing a whole build, or changing your amulet? Keep in mind all of those other specs do have strong alternatives to compete with celestial while celestial is vastly superior to any alternatives for the ele.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Solo Nokk (SE P1)

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

#Perplexity engi new meta

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

1-shotting Lupi...

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

Well, only using virtue passive and no shelter/focus 5/ retreat/wor would already be quite impressive.

Would still be easier than necro thanks to a decent vigor up time, and many people have done it with necro, so still really not too hard.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

GW2 vs. FF-XIV

in Guild Wars 2 Discussion

Posted by: ArthurDent.9538

ArthurDent.9538

I do consider it a perk for being higher level, even if I get downgraded. It means I don’t completely invalidate the event.

And thankfully GW2 isn’t like FF14 about down-scaling. FF14 makes you drop your skills. >_> Could you imagine doing a level 8 event with only, what, 3 weapon skills and maybe one utility? /cry

Yeah, that is to make sure that even if your level is downscaled, you can’t use your overpowerd high-level skill rotations so you still overpower the new players. Litteraly everyone is the same in those events.

Except they don’t adjust your gear stats very well, so you are still quite overpowered for lower level events.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

1-shotting Lupi...

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

If you assume lupi has 10k power then his skill coefficients are actually quite similar to our weapon skills. The main reason for reflects being so out of hand is because they scale off source power value and not mine. Make reflects scale with my power and they will be brought back to acceptable levels, even if you still would have uncapped reflect count and attempt bombing lupi.

Just curious, why would you assume that Lupi has extremely high power such as 10k as opposed to normal power levels and simply extremely high damage coefficients? Regardless I disagree with this method as it can make reflects extremely inconsistent damage wise if some mobs have high coefficients with low power and others have the opposite.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

GW2 vs. FF-XIV

in Guild Wars 2 Discussion

Posted by: ArthurDent.9538

ArthurDent.9538

I have been playing ffxiv for close to 2 months now so still very much a noob but I just don’t like the game at all.

Quests are so boring so many follow the pattern of run across map, kill 3 rats, run back, find that you now need to go back across to kill 2 turtles, and then run back. The running constant running back and forth is just tedious and annoying.

The combat is insanely slow. Almost every skill has a 2.5 second cast time except for a few and most of those just give you a passive buff for a few seconds. The skills in general are also not interesting at all. I have been playing the warrior, and all the skills are just “hit enemy with axe” but apply slightly different effects with each skill. There are “combos” but they are really nothing more than if you use these 2 skills in this order they become stronger because reasons….

In gw2 you get way more variety among skills such as leaps, teleports, quick bursty skills, long channeled skills, they not only do different things but they actually feel different. Additionally many combos work not because the game says they do, but because the skill effects have synergy. Yes there are combo fields and finishers but I am referring to things such as bulls charge → frenzy → hundred blades, or rtl → updraft → burning speed →firegrab.

Additionally trying to play with friends can be extremely. This is due to 2 factors; each dungeon needs to be unlocked by specific quests and higher level players doing lower level events are rewarded abysmally. If 2 people want to run a dungeon, even if they are both level appropriate, if one of them hasn’t done the quest to unlock it, it may take a long time for them look up and run through the required quests. At which point the other will probably just give up and do something else or find a pug group if they need it to progress a quest line (often the case). Additionally there is very little incentive for upper level characters to help lower level characters with various quests, fates, and dungeons as the experience and other forms of currency acquired from low level activities is minuscule compared to higher level ones.

Also there isn’t really any build customization other than stats. You have access to all of your skills and there are no sacrifices that you have to make in this regard. Each class is stuck with a certain role with no way to try anything different, warriors and paladins will always be tanks, blackmages and bards will always be dps, whitemages will always be healers, etc.

There certainly are a few advantages that FFXIV does have over gw though. One is the boss encounters are generally a bit more varied and have more mechanics some of which are kind of interesting. Also ff has very nice cut scenes and a long apparently nice story, which I felt compelled to skip most of as I was trying to play with friends who were generally a bit ahead of me in regards to levels and gear. Also raids are pretty cool, at least the first few times. The biggest advantage however is that FF seems to be putting out much more new content on a regular basis.

Then there are a bunch of differences which are purely personal preference. Mainly the FF has a mandatory gear treadmill to access content (gw has fractals but that is it) , and a holy trinity system. Personally I don’t like either of those things but some do.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

1-shotting Lupi...

in Fractals, Dungeons & Raids

Posted by: ArthurDent.9538

ArthurDent.9538

I prefer the idea of a ~20 projectile limit for all reflect skills. Allows them to stay very useful without them becoming as game breakingly powerful as with Lupicus. Also makes them less of “my whole party is now invincible” buttons in instances such as grawl shaman.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Will we ever see Celestial balanced?

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

I am pretty sure lightning whip stow only increased hp/s from sor, not dps though I could certainly be wrong, can anyone else confirm either way? Regardless, the mechanic certainly seems very much like an exploit which should be fixed.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Will we ever see Celestial balanced?

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

My opinion is that celestial is what is too strong and to a lesser extent the sigils. Right now everyone agrees that cele engi and dd ele are a bit too strong in pvp. Now are those builds too strong in any other game mode or with any other amulet? For engi rabid is certainly a competitive choice so I am honestly unsure about what to do in that regard. However with any other amulet, dd ele is MUCH weaker to the point where it would probably almost never be played in high level tournaments.

Now if we look at pve both d/x ele and engi are fairly balanced and not even close to top of the food chain in any regard. Ele has the highest dps builds available, but these are with staff or scepter with lightning hammer builds. Dagger/X builds are only really used when a more defensive set up is required such as upper level fractals or soloing, and even then it is almost always d/f instead of d/d. Engi is a solid swiss army knife for the group that does everything you could possibly want from stacking might and vuln, to stealth, but doesn’t excel at anything in particular, leaving them in the middle of the pack.

In wvw neither build is really overpowered. For zerging d/x ele is generally considered out classed by staff while engineers have a very tough time in zergs due to retaliation on grenades, and lack of stability. For roaming both engi and d/d ele are solid 1v1 builds, however there are plenty of other super strong 1v1 builds not relevant in pvp but can shine in an open field fight. Things like pu mesmers, shadow arts thieves, perplexity necros, and full regen bunker rangers can already easily hold their own against ele’s and engis they just don’t work as well in the conquest game mode of spvp.

While nerfing celestial will affect the celestial builds of other classes, these generally all have other amulet options which can respectably compete with cele (E.g. soldier hambow/axebow). If celestial were nerfed heavily, each of these builds could change to another amulet and only be mildly less effective, the elementalist on the other hand, would be much weaker.

So the ultimate question is, why break whole builds in all game modes when they are only too strong with a specific gear choice exclusive to one game mode? It just doesn’t make sense in my eyes.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Most Engis Wins

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Agreed 100%. That’s why I think ranger and cele nade engi are fine. These builds also require some skill to play them to their max potential.

D/d ele is a bit different. In fact, it requires a little bit of practice to get the rotations right, if you haven’t played it before. First problem is that when facing d/d ele, it doesn’t even matter what you dodge. Keep in mind that dodging damage spikes is one of the key abilities that separates skilled players from mediocre ones. But dodging vs a d/d ele doesn’t matter really. If you dodge fire and air, you get hit by earth. If you dodge earth and air, you get hit by fire. On top of that, the damage is more or less constantly the same, so you can’t win duels by dodging the right stuff. Also, his condi cleanse abilities are way overpowered. Let’s say you land your dps spike on the ele and he’s about to switch to water. Even if you keep poison ready and hit him exactly at the right timing before he switches to water, he just cleanses it by switching attunements. It’s just absurd.

This… I don’t even know. Why you would say it doesn’t matter what you dodge against a dd ele but not apply the same reasoning to Engi and Ranger, is pretty absurd to me. Ever heard of incendiary powder? Doesn’t matter what skill engi hits you with, it procs randomly for an extremely high percentage of the engi’s total damage with virtually no way to avoid it.

Ranger, depends on the weapon but short bow is nothing more than 11111111 spam for dps while long bow is the same now with press 2 off cool-down. The melee weapons are a bit more interesting though.

DD ele on the other hand has several hard hitting skills that are all well telegraphed and a skilled player can dodge each of them consistently. Burning speed, drakes breath, fire grab, earth quake, and (on the off chance that he actually uses it) churning earth, are the skills that should be dodged. Then there is lightning whip for the only decent auto attack on the set, but if he is camping air then there go all of his might stacks, and the damage becomes mediocre again.

Also lol at dodging earth. It is true that if he actually uses churning earth, and you do get hit by it then it will hurt. However with a three second rooted cast time, you not only easily avoid it, but also have 3 seconds to freely dps him down, heal your self, or /dance if you choose. As I have said in the past dd ele is a bit over-tuned at the moment, but statements such as yours are ridiculously hyperbolic and misleading.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Is impale too weak?

in Elementalist

Posted by: ArthurDent.9538

ArthurDent.9538

Pretty much only time I use it is for waiting out a warrior endure the pain, or if I am locked out of just about everything else due to chill or a rotation failure.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

How to make SR more Balanced

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

Shadow Refuge is absolutely overpowered for a utility, however since thieves aren’t really overpowered anymore it doesn’t need any nerfs, at least without compensation else where. Also I always did find the cool down extremely low for how strong it is.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Ele solo dungeon build?

in Elementalist

Posted by: ArthurDent.9538

ArthurDent.9538

When it comes to soloing on Ele, the most important thing is to be willing to think critically and try out different things. There is nothing wrong with failing at any point, as long as you learn why you failed, and what you can do to prevent it from happening again. Learn all your traits, and all of your utilities, think of situations where they could be useful, then when you get into certain situations see whether the trait/utilities usefulness matches what is required for the encounter.

One more thing to note is that the builds that Miku and Neko have given are extremely glassy focused more on soloing dungeons quickly, rather than for your first time trying them solo. Don’t be afraid to invest a bit more in defensive traits if you are struggling with them. For example if you are having trouble with condis such as poison in TA, then invest 4 in water for cleansing wave, hurts your dps a bit but generally makes things a lot easier.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Absolutely Broken Hypothetical Combos

in Profession Balance

Posted by: ArthurDent.9538

ArthurDent.9538

Figured I would make a fun little thread where we think up all the most rediculously overpowered combinations we could come up with if we combined skills/traits from different classes.

To start

Banner regen + cleansing water: Cure condition off each nearby allies every 3 seconds.

Prismatic Understanding on D/P thief: should be obvious

Shadow refuge (or any self applied stealth) on kill-shot warrior: invisible instadeath

Let’s see some other ideas

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Balanced Bunker Ele Build Critique Requested

in PvP

Posted by: ArthurDent.9538

ArthurDent.9538

Op that is basically what everyone is running. Though most run energy sigil instead of doom and Ether renewal instead of signet on heal. 3xCantrip x/x/x/6/6 might stacking celestial ele is the pretty much the perfect bunkerish/balanced type build. Also would have been better to create this topic in ele sub forum.

Doom is a bit more popular than energy, and signet is WAY more popular than ether so completely disagree with both of those points. This is I think the most standard version of the meta build in every way possible only question being whether earths embrace, or elemental shielding is more popular.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Legendary Skeletal Lich engineer solo

in Guild Wars 2 Discussion

Posted by: ArthurDent.9538

ArthurDent.9538

Ahhh, so THAT’S how the skeletons spawn.

Trouble is, if everybody stacks on him, it’s rather hard to see the floor when there’s particle effects going off everywhere.

A clear, concise description of the Lich’s abilities, tells and counters would be excellent to have in this thread so the knowledge can get out.

Ok, here is the guide for the lich’s abilities:

Extremely low damage auto attack the he uses most of the time, even most zerk builds should be able to out heal and can be reflected.

When he does an elaborate motion similar to ele’s meteor shower and the ground around him changes color to a darker shade this skill summons one little skeleton for every target hit, as well as giving a decent length immobilize and a few bleed stacks (4 I think). Dodging this skill prevents both the summons, and the conditions.

He has a quick leap into the air which both fears and applies torment and a decent amount of direct damage (about 4k I would say on average). I believe the fear is dodgeable but the torment isn’t (similar to the labyrinthian horror).

The final attack he has is basically mind wrack with his skeletons, he slowly floats into the air then smashes down. If he has any skeletons summoned, they will then self destruct causing massive damage to anyone near by. If there are no skeletons because they were all killed or were never summoned, then this attack does absolutely nothing.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA

Legendary Skeletal Lich engineer solo

in Guild Wars 2 Discussion

Posted by: ArthurDent.9538

ArthurDent.9538

People underestimate what scaling events impacts on how hard a fight can get if you have underpreforming players, or dead ones.

Impressive though

It isn’t really a scaling issue, it is really a learn to dodge issue which is unique in that even if you dodge, if not enough other people do, then you get wrecked as well. But the amount of times I have tried to tell zergs to simply dodge when he causes the ground beneath him to change color, and then no one does is quite staggering.

14 Dungeon paths soloed
Lupi solos on 9/9 professions
Wost Engi NA