Lorella Windrunner – 80 Thief
Shayera Nightfall – 80 Mesmer
Wow, Anet fix the serious lag on the JQ map. JQ just lost hills because of horrendous skill lag (takes 10 seconds to cast one skill) and the Waypoint timer is off by 30 seconds.
Now the entire map is lagging up. Good time to log off for the night.
Even if you do this dungeon the clean conventional way it takes way too long (especially if you get the bomb one). You know it’s ridiculous when you walk out of that dungeon with 48 bags and spend an hour grinding through it.
(edited by ComeAndSee.1356)
Cleric’s is a great set, but you’ll want to squeeze in some Vitality.
I’ve never done CoE or Sorrow’s Embrace. The reason I haven’t is because they’re obscure dungeons in the middle of no where and people have no interest in them. When the game came out people were beating their heads into AC, TA, and CoF.
The reason is because CoF = berserker gear, AC = tank/healer gear, and TA = condition gear.
I’m going to say the reason why anyone does dungeons outside the listed above is just to get gear for looks and dungeon master.
Also, I grinded AC and CoF to get my Mesmer from 20 to 80 by relogging, but with the way the dungeons are getting beefed up I have no interest in leveling a 4th.
(edited by ComeAndSee.1356)
I did this yesterday @ 38 and it took us over an hour to get it done.
The easiest way I’ve seen to do the panel is to have people die on the buttons and have one person run in and aggro all the mobs. You can jump through the floor around the big drill and actually run around on the drill and the mobs will chase you around in a circle.
We ended up with the bomb part. What a disaster and poor design. It took us almost a half hour to get that part done alone.
Then we get to the drill boss. Another 20 minute fight and the last boss we one shot.
This is by far the worst Fractal right now. It just takes TOO LONG to finish!!! There’s WAY too many mobs that have perma protection and other boons and it’s a spam fest of dazes and knockdowns. I would rather do ANY other path (including Legendary Shaman) than this one.
(edited by ComeAndSee.1356)
I honestly have to say Thief’s are the best forward scouts for WvW, but I don’t understand why people don’t do it. I operate deep in the enemies rear all the time, calling out packs of zergs I see moving around the map, or I stay a sizable distance ahead of our zerg or stand guard watching flanks and call out any enemies trying to hit our flank. It’s invaluable information to commanders on VOIP who can setup counter attacks or reposition their troops.
If I’m under attack or spotted 99% of the time I can escape. Withdraw, short bow, and shadow refuge — you aren’t going to get me unless I’m not paying attention and I’m going to brag on that fact.
So if you’re a Thief in WvW, do some scouting and join the action when the two bulls collide.
Epic battles this weekend. Props out to FOE, ND, MERC, EMP, and PRX for keeping things lively on JQ map.
I hate doing Lupi on my Thief because 900 range is so much harder than 1200.
Well, I’ve done Lupicus on nothing but thief, now that stealthing is not an issue anymore this fight is right were its should be, no need to buff anything no need to nerf anything. My only beef is with grubs spawning on pets because on phase 2 start one grub spawns so fast and is eaten when he is still culled we cant even see him to target it but we know it, because Lupicus gains empowered suddenly if any pet is near him when phase 2 starts. I have killed Lupicus with practially any group be it experienced or not or down right first timers. If you are not somhow impaired physicaly IRL and keep distance from him and mash a dodge in right time, he is great boss.
Tho even with all the Simin nerf, risen wrath teleporting and reseting simply because some specific skill is used for no reason what so ever is cleary a bug. On thiefs it is stealth, thera are other skills on other proffesions too. We had few party breakdowns at that boss for that stupid reason, because people can not understand why he resets for no reason.
The problem I have with 900 range on my Thief is in P2 when he starts AOEing I have to run through almost twice as many sets of AOEs. When I do it on my Guardian and Mesmer with 1200 range I only have to dodge backwards away and avoid one or two circles to get away from him.
Basically on my Guardian and Mesmer I can go the entire fight with never going down, but on my Thief it’s a chore (even if I use Shadow Wall) I go down multiple times mainly because I have to be 300 units closer to the boss. Hell, on my Guardian I kite Lupi all of P2 + P3 all the time!!
according to the new patch:Explorable: Reduced the amount of healing Simin does while she is stealthed.
was trying to kill her for 5 hours,it’s about time! im so gladglad about what? that u failed to kill an easy boss and it had to be nerfed to the ground so you will be able to do it?
Oh, you.
I play full support. See the bit.ly link in my signature next to my Guardian and you can see my setup which is my PvE build. The only difference for WvW is I go 0/0/30/30/10.
the most trouble we had was when people would try to switch chars in between patches and couldn’t get back in…
This happened to me last night. u-u
I hate doing Lupi on my Thief because 900 range is so much harder than 1200.
Lifesteal food and Dagger Storm was ridiculous. I could heal myself from 10% to 100% HP in a few short seconds.
Gonna test it wil max healingpower(1700/ without food) can only be better from what ComeAndSee posted:)
So that means empower also can be done on the move?
No, you can’t Empower on the move, but it doesn’t root you in place for 1s like the old Empower use to do.
Also, the Orb of Light can hit up to 5 people to make it a decent heal, but you can’t sit back and just launch Orb’s and expect to do any meaningful healing. Mace symbol juiced up with traits and selfless darling is still going to give out the most amount of healing.
(edited by ComeAndSee.1356)
These are the changes I’ve seen.
Toughness, high armor, and a Shield are the biggest passive aggro grabs ingame.
It’ll nice to be able to buy siege with bags instead of throwing money out the window.
This game, like every other “F2P” game, uses your addictions in order to get you to spend money. It’s not even remotely as bad as other F2P games I’ve played like World of Tanks where you needed a “premium” account for 50% more XP/gold earning.
Free transfers (and Overflow + being able to play with people cross server) at the game launch was an intelligent move in order to prevent the “ghost town” server issue that plagued SWTOR and caused people to quit en masse.
Now it’s time to cash in. Nobody transfers alone, they transfer with their entire guild.
Very nice. Yes, someone is taking advantage of those players that are addicted to “winning” or “being competitive” etc.
Like my guildy said yesterday, “hope these players find a home someday”. Hehehe.
I’ve jumped around my fair share of servers, but that’s because I don’t feel any real attachment to what server I’m playing on because Gw2Lfg + Overflow makes finding groups on ANY server easy.
Server home bases only come into play in WvW.
This game, like every other “F2P” game, uses your addictions in order to get you to spend money. It’s not even remotely as bad as other F2P games I’ve played like World of Tanks where you needed a “premium” account for 50% more XP/gold earning.
Free transfers (and Overflow + being able to play with people cross server) at the game launch was an intelligent move in order to prevent the “ghost town” server issue that plagued SWTOR and caused people to quit en masse.
Now it’s time to cash in. Nobody transfers alone, they transfer with their entire guild.
Any love for us support classes?
Why is Anet so reluctant to make SERIOUS class changes? It’s like we’re taking baby steps.
Are they really that afraid of player backlash?
Withdraw looks very attractive now, but Hide in Shadows is still better for the condition removal and stealth.
I don’t get how by changing the last bosses (and spider) makes this a radically new dungeon. Yeah, they got rid of those annoying scavengers, but every other aspect of the dungeon is exactly the same.
I would of focused more on making the Zhaitan fight actually cool and interesting…
I’m not sure if this fight is bugged or not. It seems the rocks are falling too fast because if you get hit you’re basically guaranteed to die because another one is falling shortly after.
We wiped our 1st time, but the boss was still in combat when we got back and had 10% hp. When we engaged him and killed him he literally filled the entire area around himself (even though he was dead) with red circles that were still dropping rocks 10 seconds after he was dead and murdered us again.
Basically they’ve pushed this dungeon into being more ranged friendly because the spider boss is a death trap in melee range now.
(edited by ComeAndSee.1356)
I had a kit already sitting around and I was really disappointed. I misread and thought it was new hair styles.
Orb of Light only heals for 494 with 1,114 healing power. Eh, not as great as I thought.
Empower is a 3 second cast.
Shield of Justice got a new sound.
I do notice my Wall of Mist is a lot brighter now. Cool.
Overall nice buffs to the Staff. Still downloading the patch, but I’ll play around with it once I’m done.
Only real nerf is to Hold the Line, but I already knew its radius was too wide. It was like — 1200 before? It was really big.
So, basically, everyone goes by playing with a Gsword as it offers the most of our weapons?
The Greatsword has everything you need for offense — aoe, good single target damage, leap, pull, and it synergises well with traits.
The Mace + Shield for example is a defensive combination that does everything the Greatsword doesn’t — it heals, buffs protection, and blocks.
So I ended up going Sigil of Force + Sigil of Fire for my Daggers. I really hate stack on-kill sigils and much rather have just a passive 5% bonus.
Still debating what to do with my Shortbow. I have Sigil of Strength on it and procs very often when you’re AOEing, but I can probably go air.
I’m already expecting some nerfs to our healing output.
Its a more useless stat/atribute on guardian then the heal stat on guardian.
Ah, why won’t people ever get their facts straight?
https://forum-en.gw2archive.eu/forum/professions/guardian/Healing-Number-Crunching/first#post1486879
Purity and Signet of Resolve should be all you need.
FOTM is an example of a perfectly paced dungeon. Just the right amount of trash.
If you tried clearing Arah’s normally… you’d be there for hours.
It’s about the total package…
In FOTM people want Guardian’s because they can make most of the encounters face roll easier.
CoF P1 people want Mesmers only because of Time Warp and Portal because otherwise it would just be 5 Warriors.
To those that play both Mesmer and Thief. What would you say to someone that’s currently at a stage where they can’t really decide between the two?
I enjoy a bit of everything really, I do some PvE Dungeons, I do some WvW and some sPvP.
I currently have a 80 Guardian and 80 Warrior. Warrior is kind of damage, Guardian is kind of support defense. I want something like a Thief or Memser for some good damage.
Thief: excellent mobility (25% run speed + shortbow), better AOE, and higher damage when in melee range. Relies on mobility and stealth to avoid damage. Shadow Refuge is your primary group support utility and this is the only class besides Warriors with resource management. I would say this class has a higher skill requirement to play correctly and it’s a lot of fun, but be prepared to be discriminated against.
Mesmer: More range (1200 vs 900), excellent single-target ranged damage, better personal survivability (illusions), and excellent group utility (time warp, boon/debuff removal, and portals). Your only “resource” management is with your illusions. You can be either melee or ranged. Really the only negative side of this class is your very limited mobility (only one speed boost on long cooldown). People beg for Mesmer’s in their groups.
Well, in the end the real winner here is Anet. They just made a few hundred bucks.
Sorry to see so many guilds throw in the tower. They had so much enthusiasm, but I can understand why they would get burned out when all their effort was thrown out the window by the weekday crew.
The cooldown reduction skills are lacklaster because they only effect 3 out of 5 skills.
The problem isn’t with the Greatsword, but really the other weapons aren’t as attractive or have singular roles.
Yeah, I’m going to drop Sigil of Strength on my Dagger. I read on the wiki that all Sigil’s share internal cooldowns so that’s why I hardly notice it proccing. I like Sigil of Fire though because it fits well with being in melee range.
I’m going to either go Sigil of Force or Bloodlust.
What are you guys thoughts on Sigil of Strength? I have it on my Dagger and Shortbow, but it doesn’t proc enough even when I get 70% crit rate with fury!
I have Sigil of Fire and it procs all the time and almost always on my first crit.
Has anyone ever thought of running 2 Sigil of Force’s with daggers instead? I would think 10% passive all around damage would be better than on-chance sigils.
I wish Cleric Thief (or Mesmer) would work nearly as good as Cleric Ele or Guardian.
It’s easy to screw up Withdrawl if you don’t turn your camera all the way into the right direction and there’s been many a time where I’ve withdrawled right into the zerg I was trying to run away from. LoL
If you have Signet of Resolve and Purity it should take care of those Confusion stacks.
Mesmers can rip your boons away by putting down an AOE skill called Null Field which looks like a white pulsing crystal circle. If you roll out of you’re in good shape.
Really what you need to do is focus more on looking for the actual Mesmer. The purple clones are Phantasm’s which are always not the Mesmer. There’s a trait in the Mesmer tree that creates a clone when they dodge roll so if you see them roll and a clone pops out it’s always not them.
Looking for the Mesmer is hunting down the one that is always moving around. Clones always stand still except when they run towards you to shatter. If you see 3 clones running towards you, dodge roll when they get close.
If you’re constantly on top of the Mesmer they have very little ways to get you off them.
(edited by ComeAndSee.1356)
No, it doesn’t stack.
So, yeah. What is up with the Grandmaster Dueling traits?
The only one worth it is Empowering Mantra’s, but then it forces you to fill your bar up with Mantra’s you can’t use because you want the passive damage bonuses.
I have an 80 Thief, Guardian, and Mesmer and I love them all equally. They all have completely different builds and play styles.
My Guardian is bunker/support built. Very powerful in both PvE and PvP, but damage is on the pathetic side. Grab a Greatsword and level — it’s a lot of fun!
My Thief is DD/Shortbow and built as a mix between survivability and damage. I do 4x the damage my Guardian does with plenty of mobility, AOEs, and single target damage. You feel weak until you get lvl 20++ gear, but after that you can start two shotting mobs with dagger skills or you can mob up like 5++ mobs and AOE them down with the shortbow.
I personally like both.
Staff is great defensive wise. Only downfall is its horrendously slow attack speed and its damage isn’t that impressive — my Thief can do way more AOE damage.
Greatsword does good damage and it has 1200 range. It’s great for sitting in the back of the zergs and picking people off. Also, you can punt people off cliffs and stuff, but it’s really gimped defensive wise.
Scepter is probably the best trolling weapon if you Shatter confusions and beam people at the same time. You can get 10 stacks of Confusion easy and watch people kitten themselves. o_o
Scepter is really just a PvE weapon. It has 1200 range and does damage, what else can you ask for?
fixing mobs following distance to at least 2x distance of next pull would be nice. That way if you want to skill you will have at least 2 pulls + the upcoming third one on you. This will make skipping requiring at least both hands and make dungeons a little bit more dangerous. Right now its a joke that you can enter the very deep of the most dangerous place on Tyria and just run through mobs for 10 seconds and be safe…
There are no incentives in place to give players a reason to actually clear all the trash packs. Regardless if it takes you 5 minutes, 45 minutes, or 2 hours the end rewards is always 60 badges so people naturally seek out the fastest and easiest way to get it.
Some of the dungeons like Arah have way too much trash and most of them can easily wipe your group.
It’s nothing about skill.
(edited by ComeAndSee.1356)
Those Scavenger’s are the most overpowered trash mobs in game. If they knock you down and you don’t have a stun break up you’re guaranteed to be full lifed by being chain knocked down.
I mean, it’s absolutely NOT fun being chain knocked down from 100% to 0% by mobs in dungeons. Why isn’t there a proper DR system or anything in place that prevents you from being knocked down if you’re already knocked down? In PvE you shouldn’t be able to get knocked down again until you stand back up.
Your going to feel weak until you get your hands on lvl 20 gear. Spend some silver and buy a full lvl 20 blue set, fill the sockets, and you’ll start mowing through mobs.
On my Mesmer at lvl 35 I bought a full rare set and I was walking around with 60% crit chance and mowing down mobs.
On my Thief I use to mob up 5-10 mobs at a time and AOE them down with the Shortbow at that lvl. It was fun.
(edited by ComeAndSee.1356)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.