Thieves have good dps and a wide variety of utility also, like more or less every question on professions it mostly comes down to personal preference, you won’t find a profession thats good at absolutely everything at the same time, but you’ll find that some professions play in a way that you can enjoy yourself in most aspects with a little fiddle here and there.
Ok theres ServerA and ServerB, a player from ServerB joins a guild initially founded on ServerA.
The guild on ServerA is fully upgraded, however as this is the first character from ServerB to join the guild on ServerB has no upgrades and any influence the player earns on ServerB builds a second path.
“Guilds are not tied to any specific world; all players can join any guild regardless of which world they play on. However, influence and guild upgrades are specific to each world: players in the same guild but on different worlds will contribute to separate influence pools and build through separate upgrade trees.
Influence for a guild is tied to the world on which it is earned. A guild that transfers to a new world will start with no influence or unlocks."
And: “You retain bonuses from your guild based on your home world.”
Actually I tell a lie, while it is the full guild set there are 2 other sets that share the same basic armour, Trooper (story reward) and Divinity Council (CM Dungeon) the only difference is the chest plate has a ribbed pattern rather than a blank canvas area
(edited by Dasorine.1964)
See Im all for crit based pie fuel condition thief high aoe damage and basically unkillable without being swarmed.
Totally dependent on the players playstyle, everyone will have their favourite profession for doing that sort of thing, and there will be someone claiming each different profession.
They can all do it, and while certain profs fill certain roles (I for one always feel safer when theres a shield wearing soldier profession running ahead of me in dungeons) I’ve never been refused into a group due to not being a certain profession and I’ve completed dungeons with all sorts of group builds.
Tbh to me its a bit of a toss up between axe and mace:
Axe, nice fight opening burst allowing you to get in range quickly, higher damage, a nice AoE attack that also applies vulnerability further increasing your damage and potentially that of your team if no other vulnerability giver and a move allowing you to cripple (effective against all but unstoppable)
Mace is more defensive, stun and daze are fairly worthless in boss fights however it does come with weakness on autoattack (ensuring enemies will be hitting for much less) and a block attack.
Mace of course is a lot weaker than either the alternatives but sword is rather condition based and lacks the AoE and vulnerability of Axe.
So basically Axe = more damage and some helpful utility conditions Mace = Much better defensively
This is of course assuming shield on off hand.
As for aggro as being closer to the enemy is the biggest cause of aggro you only need worry about other melee dps, and if they cannot step back when in danger then its mostly there own fault, just being close, dealing damage, and having high armour/toughness and a shield all causes aggro you should be able to hold it fairly well against most high dpsers.
they have infusion slots so I would assume so once infused (not sure if they can be upgraded to have some inherent AR as well like some other ascended stuff) and of course you can always craft an ascended back item if you find some mist
it only takes something ridiculous like 1-2k damage dealt to the dragon or its minions to get “gold” contribution and be eligible to loot the chest afterwards.
And as far as I am aware the loot these chests give is not dependent on how much further damage you did beyond the amount needed to qualify for bronze event medal.
As for the actual difficulty of targeting the dragon, it varies, I often find I accidently click off due to using mouse turning but other than that the only times I “loose” targeting is when the dragons do one of there many attacks that breaks targeting and makes them immune to targeting for the duration, once these attacks are finished the target points on there heads and chests appear again.
Also in general as long as your facing in the direction of its claws/head your character will auto target them (much more reliably as melee).
I believe its a known bug
GW2 is actual an evil pokemon game! Gotta stab em all!
I would love to see some more prefix equivalency, as a character that mostly uses rampager gear I’m a little upset that there isn’t even a back item better than masterwork for rampager let alone ascended gear :/
do a barrel roll!
but as said starting agony isn’t instant death and mostly manageable, and of course there’s laurel gear as well
Maybe I missed it (probably since I kind of skimmed), but I didn’t see anyone mention that you don’t have to use a dodge skill to get daily dodger, but your double-tap to evade works, as well.
double tap evade is referred to as the V evade, mainly because most/many people turn off double tap to evade after falling to there deaths in jumping puzzles and such.
As for ways of getting daily dodger, one of the ways I’ve been doing it is to head to a teqatl event (granted limited time frame players may not have this luxury) wait till he “drops something from his wings” and then just keep rolling back and forth through the gunk clouds (avoid explodey risen patches though, if you land in one they hurt bad)
I assume your aiming for the bonus solid ocean fractal on even level difficulty fractals?
It depends enormously on how you view stealth and how you want to use it.
If you want to use it for a combat mechanics this may involve a rather hefty reworking of your character to optimize enough to get enough out of it to make it worthwhile.
I myself as a condition/trickery thief mainly use it as utility, getting in and out of places guarded by nastys (usually with phat lewt/skill points in tow) for escape and aid mechanics and such.
So what exactly are you looking for from stealth?
A zerg should not get a free pass just because they’re a zerg – encounter mechanics should matter.
Indeed, however I still think that a zone size group also shouldn’t fail because of 1 or 2 people pulling grenth to the stairs in a panic.
The fact that new players that are more likely to panic are usually more likely to be the ones on grenth while the experienced players try and take out that ridiculously high shades just compounds the issue.
I mean personally I’d be happy with just a swap from keeper getting his kitten handed to him by random AoE’s to keeper having a set life time that if you don’t take down grenth in fails the event, means idiot zergs would still loose as they’d just keep wiping on shades and pools but proper groups wouldn’t have to worry as much about a bunch of randoms running in and failing the event before it even starts.
and instant repair kits!
I can’t say I paid any attention to the ring when I got it (none of them gave the stats I used) so I can’t say if my ring had the same issue.
HOWEVER I think I can see where the problem lies, the gem that is meant to go into them has a higher level requirement (level 50+) than the ring (level 46) itself thus normally wouldn’t be able to be slotted (hence why you can’t slot your bought gem into it).
Leaves the question of: Should and do these rings come with a gem of a higher quality than normally allowed slotted and if so why didn’t yours.
Could be they made some small change that either altered the level of the ring or gem or something else a bit screwy if they are meant to have that gem.
only thing that really happens is the path to arah is completely clear of area of effect stuff (as its lined with 2 statues from each god) as far as I know anyway.
I use the statues on that path as an easy way to check which temples are contested at a glance.
probably because past that wall everythings decoration only (as its only meant to be at best viewed from a distance and no point having the game spend resources with collision enabled stuff there).
As for the rooms most likely test/placeholder rooms made by a bored dev (judging from ceiling cat one without a sense of humour! YOU HEARD ME! lolcats is droll at best!)
most games will tend to have a place like this where devs at least at first spawned stuff for testing or for script bouncing etc etc
not sure of much other than spy kits, there the new jewelry boxes that can net you some rare mats or other stuff to sell for money.
But then end game wise if your not after legendarys even gold becomes a bit pointless.
Its doable and its easier with fewer people, however it is a zone public event, this means its not meant to be designed for just a small group to do and isn’t limited to just a small group.
Its not that “it can’t be done with 20 people” its more that it SHOULD be doable with 20+ people and randoms at that, as it stands it IS just about doable with lots of people but it depends highly on luck.
chances are you will get public people, potentially lots of them and it only take 1 of them getting agro and taking the boss to the stairs for the event to fail or them calling more people and you getting 5-10 level 84 shades spawn each wave(which really become overkill at that level taking a lot of people a large time to kill 1 of them).
It just currently isn’t really balanced for what it is, if it was a dungeon boss encounter it would be perfect but a public zone event? Really is far too easy for 1 person in the server to constantly fail it for people who otherwise would have no issue with it.
i would be inclined to agree, but that event takes like half an hour to complete because everyone likes to constantly nuke the mobs before they even scratch the NPC :l
Mainly because it’s not made clear that your trying to help the mobs, but partly because omg loot and xps!
Tbh I would love it if they could come up with a way for there to be multiple versions of events that functionally are the same but with a few differences.
For example this one could have different characters being the ones your herding mobs to kill, as well as different mobs for different characters.
I’m pretty sure those “stacks” just refer to how many separate applications of burn are applied by that skill, usually 1 per second.
So fiery greatsword #2 says 6 stacks of burning for 3 seconds, this means for 6 seconds it applies a 3 second burn to the target every second(which of course stacks duration wise to 18 seconds of burn total)
Though apparently the guardian torch one is slightly bugged in only giving 3 hits of the burning rather than the 4 it states
(edited by Dasorine.1964)
doesnt it restart in 5 minutes?
im all for any size group to be trying it as its currently perma contested on my server (yaks bend)
Restarts in 10-15 minutes, at which point one person can either intentionally or unintentionally fail it for everyone again.
err even if your in a team you would have to wait for another to spawn (which doesn’t take that long)
So I don’t see how that stops you soloing it (I’ve solo’d the event numerous times)
While the instant death can get a bit annoying it is at least avoidable, I’d rather it be a warp you to the event guy rather than a death mind.
As far as I can tell, the legendaries don’t have any better stats than the exotics that I already have, so I’m really not interested in them.
Its primarily for the skin, but it has been said that legendaries will scale up as new levels of gear are introduced (so when ascended weapons come out legendaries will have ascended stats not exotic)
Unfortunately its still possible for a single new person to fail it for an entire server, even if they have a mostly competent group that can do it, 1 new person see’s the event as there going through the zone and runs in, gets agro, drops boss near stairs and bam you’ve failed through no fault of 99% of people there.
Heck if it took some one they could actively try to grief it if they wanted to because of the way the encounter is.
So I noticed that some statues (most obviously lyssa and balthazar) tend to throw there effects outside there “more accurate” markings, to the point where some of lyssa statues aoe’s are a full diameter and half away from the effect marker.
I guess it isn’t really until later and in dungeons that dodging really becomes a necessity for everyone, easiest way I think of people that have decided they don’t need to dodge to get the achievement would be to go to somewhere like a teqautl or shatterer spawn and roll through some of the patches placed down there.
That said I don’t think having one of the achievements based on a fairly core game mechanic is so far fetched.
Those that don’t dodge regularly in there game play get the practice so when they start doing content that demands dodging they don’t go in completely ignorant of the mechanic.
unfortunately it still failable if a single new person that doesn’t know what there doing pops in and drags the priest to the wrong area.
As I said in another thread about this, its all well and good making tough encounters but you need to design em for the situation they will be fought in, this temple event is an open zone event that attracts and is open to anyone in the zone at the time, thus it will generally attract lots of people. Thus saying that its easier with less people and thus balanced completely neglects the whole situation of where it is, it would be like them dropping a level 80 boss in the low level start area’s and claiming its balanced because a team of level 80’s could kill him.
Im guessing probably the rez and the dodge, some people never rez anyone (or play exclusively solo and I guess miss the content with npcs to rez) and some people don’t dodge, why I don’t know but I bet many of them also complain about dieing a lot.
the issue with the first change was the vortexes that drop you from the ceiling could cover the entire floor because they where over twice the size the current ones are.
Also saying it works better with less people means that the event is broken, as it is a public zone event which means it should be tuned for large numbers of people or be instanced.
I have noticed that sometimes the shades do not engage and thus don’t start debuffing, however this requires no one to be near them to engage (I assume this is why you had such an attempt doak).
The new adjusted vortexes are not that hard, they no longer cover 99% of the floor and are fairly easy dodge most of the time.
The main issues with completing the encounter currently are a) people pulling grenth to the keeper, b) people not dealing with the shades c) people that get defeated expecting people to spend all that time resurrecting them while the instant death vortexes and such get thrown around.
Issue A is a mix of people being idiots and terrible event planning, none of the other cathedrals has such a failure option. This could easily be solved mechanics wise by making grenth a stationary encounter or removing keeper vulnerability to AoE patches.
Issue B comes down to it still not being clear to new people how to damage them, add into that Shades spawn being level 82+ meaning they have ridiculous health and defenses.
Issue C is just people being stupid, though having a WP on graven cay other than the cathedral itself would be lovely.
While I can see that no changes are likely to be made other than perhaps some more fine tuning of numbers, you have to remember that this is an open world public event and thus has to be tuned to work for a number of people not really knowing what there doing.
The first patched version of grenth with huge patches and such would have been perfect if it were an instance boss where you have a single group of people who communicate and plan but for a public event it was way off mark, and for many it still is.
My server downs him now and then but is always at the mercy of one or two people who don’t know what there doing killing it via pulling to jones and such.
overly specific objectives only punish players that are totally unable to do them, currently all daily objectives are something any character can do regardless of level or play time and such.
You wouldn’t like it if the objectives started being stuff like “play a level 67 character” or “play at xx:xx time which happens to be unfeasible for you”
Dailys are for a small boost xp and items, if you want more specific challenging fun try doing other acheivements, those that are designed for specific challenges/fun that aren’t timed.
yet you asked if we thought the damage they dealt was fair in a way that made it clear you think it isn’t.
I think I’ve missed something here, I’ve never heard of a cap on condition duration stat, only that unless it boosts the condition your wanting to boost to a round full second it isn’t in fact gaining any bonus.
Of course you then have to remember that each different ability that applies any sort of condition applies it for different base times and so gets effected differently.
Im not sure where all this talk about something not lasting 8 seconds (which doesnt seem to have been specified at all) or how this equates to a cap on condition duration stat.
There MAY be a cap on condition duration stat (although since theres enough stuff out there to go way over 100% I wouldnt think so) what you need to pay attention to is the effect that condition duration stat has on your condition moves.
Take deathblossom, it has a base bleed duration of 10 seconds meaning that as little as 10% condition duration stat will boost it a full second, giving it 1 more tick, so in that case having less than 100% condition duration stat still works, however if you take caltrops bleed it has a base duration of 3seconds, so the amount of condition duration stat you’d need to get to make it do extra damage is 34%, still lower than 100% that is in question.
The only time that having any less than 100% would never give a damage bonus is if the condition your trying to boost has a base duration of 1 second, in which case you would need a full 100% condition duration stat to gain another second (and thus another tick of damage)
So the short answer to the question of “Is having less than +100% condition duration stat useless” is No, it is useful, but how much you need to be useful depends on the skill your trying to boost.
maybe I was just ridiculously unlucky then, 70% of the patches that got dropped when I was fighting pre-adjustment had no room for evasion unless you already happened to be luckily near the edge of where they went down or if you where standing somewhere well out of the way spamming long range attacks (even then it wasnt 100%)
there’s a time and a place for ridiculous difficulty, a public boss shouldn’t be that ridiculously hard that it takes cheating, luck or very specific builds of specific classes to beat.
It’s still much harder than before the patch but now the mechanics are actually doable for everyone (as in you can actually DODGE the death patches)
differs depending on the skill that applies it, if the skill only applys a 1 second condition then less than 100% would be less than a second (thus would probably be useless), but if it applies a 10 second condition just a 10% increase in condition duration would raise it to 11s giving you one additional tick.
Have to admit I do have moments of joy with the S/D build but I still prefer my deathblossom build, dot up a large group of enemies with 20+ stacks of bleeds then heartseeker them as they go below 25% hp for backstab damage rapidly.
They all have pro’s and con’s, try em all out (at least to unlock all there abilities) and see which one you enjoy.
Generally it wont matter what weapon combination you use as long as you know how to use it to its best
personally I run a high condition damage dual dagger build with a silly crit rate (which feeds directly into my survivability with pies)
However I have all skills unlocked and constantly swap them out as the dungeon demands (requires learning the dungeon first I admit).
My advice is to go with what ever base build your good at and enjoy and then start looking for points where switching an ability or two out will help the group more.
this of course also depends on the group, some will benefit greatly from smoke wall or shadow refuges, others wont really see any difference and you can get away with just pew pewing.
I use it in my gold find set but damage wise it really isn’t that great (got some good utility mind) and flanking strike still tends to miss and is less damage than other sets moves.
You can use it but don’t expect to be pulling the best damage and expect a few comments now and then from others about it.
shadow refuge, 2x daggers with omnom pie and heal on hit signet and most stuff is easy, also underwater spears third move is ridiculous, block attacks and counter with 9 hits, each of which trigger drain signet and have a chance of procing healing pie means I’ve only died underwater to megaldons ><
because there’s lots of situations where thieves need to do something across distance?
if going by the thief archetype there’s shooting out lights, shooting ropes up walls and across roofs etc etc.
Going by game stuff, because its a pain when you have one of the shortest ranges when others don’t have the issue and can safely shoot even if there characters shouldn’t really be ranged specialists but close ranged people :P
tbh the only one that seems out of place is the combo one (rest being all doable solo and such) and that shouldn’t have been as big a deal as it was due to bugs.
so often have I wished that thieves had access to some sort of reasonable attack with a range above 900, scorpion wire and cluster bombs just don’t work and there’s lots of situations where that 300 range is sort of needed.
Granted thieves aren’t the only ones that are stuck at 900, but some of those that aren’t seem a bit bizarre (guardians getting 1200 for instance?)
Those classes that feature longer ranges are longer due to traits and such as well so having others being able to increase to there base doesn’t detract from them being the longest range.
because there isn’t fetch quests already?