Showing Posts For Egrimm Van Horstmann.7921:

Ghost Bandit frequency

in Living World

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

This one took a while for me to get as well. I would recommend not changing to a higher population when it pops up. You should make the event, if I’m not mistaken it happens the same time as the raging spirits event around Lonar’s Homestead, or the Seigemaster. It was still a considerable wait. Just don’t wander too far away or the event won’t show when it pops.

Predictions for (Final?) Episode 5 [Spoilers]

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I’m guessing that Joija will be the victim of this story. Pretty sure that Primordus will kill Jormag, either Braham will injure or kill Jormag while the two fight and Primordus will be furious being robbed his victory and seek revenge against the Asura for Taimi’s interference. Zoija will probably be the one who dies. I really don’t want Braham to die, as it would really remove the Norn from the main story line. (Yes he was very unhinged that last story, I think his fight with the dragon will empower him to be a better leader as many Norn will die reaching Jormag) Thackery could die as well since he’s no longer protecting the queen, and as pact commander he would overshadow your group. I’m almost certain Rytlock will survive and leave or be banished from The Black Citadel to continue as the iconic representation of the Revenant, leaving Rox to pick up the mantle for the Charr.

The Difficulty Curve

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Why is Spatial Serge not supposed to be reflectable?

Reflect is for projectiles. Spatial Surge is a beam.

I’ve had a gyro explode while the cleric is leaping in and it doesn’t do damage or knock him away.

Lag? As an elementalist, I’ve been able to interrupt it with gust, static field and unstable ground during their leap animation.

Lag may have an effect, but given that I do these against practically any other mob including the same in Bloodstone Fen. It doesn’t add up to it happening reliably only in Doric.

As for the mesmer only explanation I seem to find is it’s actually a special attack or considered an unblockable attack. Makes sense for a player mez or one that creates clones. Here it just seems like their picking the most difficult mobs/attacks that most minimize mitigation, upping their health and damage, and then saying there that’s more difficult. Sure one or two attacks are fine like the Chaos Storm in Orr, but not every other attack then it’s just a cluster of crap.

What is the point of the Jade even being here? I’ve done the story and it still doesn’t explain why the Jade are working with the White Mantle especially given their story of hating anything and everything. The champion Bow is beyond difficult, it can reliably down a player every ranged attack string. Even the construct in Ember Bay isn’t that over the top and it’s a Legendary. It’s more difficult than the Bloodstone Wyvern in Verdant Brink another legendary. Even with my necro dying several times there is a relatively close waypoint and repair. That small ledge and it’s flame hurt, but when your blindsided by a electric wyvern avoiding it well you’re just screwed.

I haven’t even gotten into the the most over the top difficult area in the whole map. I don’t even have to name it and anyone who’s been there instantly knows which one it is.

They really need to update other player classes with more accessible mitigation. Take for instance my Guardian vs my Necro. My Guardian has a couple active skills that can mitigate conditions and a few traits that can mitigate these. Yet my necro can take one though I recommend two traits and focus the rest on damage and mitigate the conditions without me wasting skill slots, CC (let’s be honest minions are the best form of open world crowd control, you don’t need to do anything they just do it on their own), and sacrificing damage. It’s not even a comparison the amount of damage I can wield against large groups or single target yet laugh off damage (with the two traits) and conditions.

The Difficulty Curve

in Living World

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I haven’t found the White Mantle Necros difficult. They are easily pinned and don’t avoid any mechanics I’m aware of. The axe hits twice with necros normally.

I admit the mesmers are the most annoying as there is a long pause between them being revealed after their clone is killed. Why is Spatial Serge not supposed to be reflectable? It doesn’t mention that in the description you linked. My engineer used to be able to reflect the attack with his bubble before. I get the AOE wouldn’t be effected but the ranged attack?

I’ve had a gyro explode while the cleric is leaping in and it doesn’t do damage or knock him away. The Hammer 4 with my Guardian actually misses even when the mob is attacking in close range with leap in. Guardian shield 5 doesn’t interrupt their attack and knock them away. Given how many times I’ve tried this it fails to be interrupted. Even with mace 2 on the guardian they still have time to block before the strike. Even Longbow 4 on my ranger has failed to interrupt the attack. Even the charge of my elite skill minion on my necro has failed to interrupt the attack. I have used these same abilities to interrupt the Knight.

Though I had the weirdest bug/glitch with a knight. The AOE template stayed out and the Knight teleported back to the center and finished the AOE attack even after being knocked away?

The Difficulty Curve

in Living World

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Don’t bother, ANet clearly doesn’t want anybody to play their game apart from MLG Pro eSports types. We’d all be better off if we just gave up and found a game that actually WANTS our money.

What are you even talking about?

I played through a lot of HoT on most of the 9 classes even solo and the Expansion isn’t hard.
For the most part there are mechanics you should have learned already on the way to Lvl 80.
Here’s an idea: Maybe A-Net should make the core game harder again so people actually learn something while leveling, game is a joke since the new player experience dumbed everything down further.

I’ll make this simple, go to Bloodstone Fen face the same mobs meant for the same level of player with the same skill sets. If they aren’t as difficult then there’s your answer…

Each of the mobs in Doric are actually breaking game mechanics. Mesmers greatsword ranged attack is no longer reflectable. So unless you have a block or dodge up there is no way to viably avoid a confusion or their autotarget AOE they do every other attack. Knights AOE hits multiple times, which means it works against all one time mitigation abilities. Also this attack is used every four to five seconds, meaning you won’t have dodge back before they do it the third time. Cleric has a full life heal that even if you interrupt it they will use it within the next two seconds, so if you open up with tons of damage but fail to kill them outright they get their full health and still have long blocks that reflect any ranged attack. And don’t forget their leap in attack that is non uninterruptible. The elemental has a knockback that is used often with a large AOE, and their fireball does a sizable amount damage (possibly the highest damage attack of all the White Mantle mobs) and applies burning. So if you total up three of any mix of the mobs together, unless your a necro you’ll lack the ability to mitigate conditions, heal large chunks of lost life, and do high damage. So far my necro has taken all of them to task with minimal effort. Every other class has long drawn out fights. It has little to do with skill, they are one trick ponies breaking game mechanics to create artificial difficulty.

Long time bugs, and new ones.

in Bugs: Game, Forum, Website

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

If you actually want to try it out, hop a ley line in Lake Doric and hit the Jade cannon with an air attack, let the air boost at the end push you up into the air, then circle round and try to dodge attacks while continuously attacking the cannon. Yes even here I can dodge with a double tap, it’s timing the attacks that’s really tricky.

Long time bugs, and new ones.

in Bugs: Game, Forum, Website

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

You can dodge while gliding with an earlier gliding mastery. What usually happens is text will appear with dodge or miss and my endurance will be lost as if I had done a dodge. I have dodged attacks while gliding by doing the dodge command if you have the mastery you’ll lose your endurance and in the form of a short surge in that direction. This override happens when there isn’t an attack to be dodged. Usually if just after starting a glide the override happens more frequently. The funny part is my character has done a dodge roll in mid air while gliding, though it doesn’t happen that often.

You don’t dodge while gliding — you stealth. If you’re attacking (or started an attack before you stealth), then you break stealth (which can feel as if you have “wasted” the endurance).

https://wiki.guildwars2.com/wiki/Stealth_Gliding

To activate stealth, perform a dodge by double-tapping in any direction while gliding.

Other notes:

  • …stealth gliding uses whatever controls you normally use for dodge.
  • Applies 5 seconds of "Hide in Shadows: upon activation.
  • “Revealed” is applied upon deploying or withdrawing the glider; none of this stealth can be kept after landing.

Added: Bloodstone Fen’s #4 skill will count as an “evade,” i.e. it’s effectively a dodge skill.

Given that this bug has happened in the major cities I have no clue what you mean by breaking stealth with an attack. Also a quick side note I’ve been able to stealth while gliding even locked in combat.

Most of the dodging while gliding I did was before I had stealth gliding and in fact used it in Tangled Depths to avoid a few snipers. Again I didn’t have the ability to stealth at all.

Long time bugs, and new ones.

in Bugs: Game, Forum, Website

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

You can dodge while gliding with an earlier gliding mastery. What usually happens is text will appear with dodge or miss and my endurance will be lost as if I had done a dodge. I have dodged attacks while gliding by doing the dodge command if you have the mastery you’ll lose your endurance and in the form of a short surge in that direction. This override happens when there isn’t an attack to be dodged. Usually if just after starting a glide the override happens more frequently. The funny part is my character has done a dodge roll in mid air while gliding, though it doesn’t happen that often.

Long time bugs, and new ones.

in Bugs: Game, Forum, Website

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

The failed move command bug is highly frustrating. Your character locks up in animation to move and can’t until you let completely off movement and then reapply the command. This happens during dodges that keep you in place where you’re still hit for damage of AOE’s. This bug has been around as long as I can remember, but with harder mobs it’s becoming more and more a liability to play.

Locked in combat bug is also hugely annoying as until you kill something or move for a ridiculous amount of time it can’t be removed.

While gliding, dodge overriding stealth mastery. I can’t name you the number of times I do the motion to start stealth gliding and instead get a dodge losing both endurance and stealth time while in flight.

Today I had the most frustrating bug. Weapon swap wouldn’t respond, literally four times in a row pressing the command and even though the animation on screen showed it had been pressed my character remained holding the same weapon set with no change. Strangely this only happens when in combat not free moving about. Had to hold the command for an extended amount of time for the game to finally change weapon set.

Peach daily is gated.

in Guild Wars 2: Heart of Thorns

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

There is a ridiculous amount of mobs in the camp to the point anything but a tank with good healing is pretty much unable to reach the area. If there hadn’t been groups I never would have reached it with my warriors.

… really? You literally just run. Stack around a corner and kill them afterwards, if you want. Or don’t. I’ve done it on both my glass ele and my condi engineer.

Doesn’t this also result in dragging mobs into other players possibly killing them too?

PVE, regen nerfs way restrictive

in Guild Wars 2 Discussion

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Ezrael.6859

And that just demonstrates the problem. If you’re required to respec each new zone because their are limited builds that work with new content, that will in effect limit the player base. Much of the game requires group cooperation, and if you’re constantly streamlining toons and limiting play styles your going to see the same in your player base.

As for the mobs in Lake Doric, well that’s a completely different issue since this isn’t just happening in Lake Doric.

PVE, regen nerfs way restrictive

in Guild Wars 2 Discussion

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Fay

Shield of Judgement or ability 4 isn’t a missile reflect and yet the White Mantle Knight hits through it. I have tried this solo against them. It may have to do with the multiple boxes in their aoe, however, the Bloodstone Fen White Mantle Knights don’t hit through it.

By the way assuming someone is no good at play isn’t constructive. I soo outclassed I down Jade Cannons solo with my Necro. I’ve killed the Champion Bloodstone Elemental solo, it’s only ever once managed to kill me. I died once in the new final story event solo when people were complaining about 10 deaths being normal. I’m just pointing out glaring issues with gameplay that seem to go unoticed.

PVE, regen nerfs way restrictive

in Guild Wars 2 Discussion

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I admit I haven’t found it anywhere on the notes. That is where I first looked after I noticed the change. Either I’m vastly incapable of playing at the same toon from one week to the next or these aren’t common builds so not many people aren’t noticing the changes.

From playing in Lake Doric and Bitterfrost almost daily with these classes is where I noticed that regen isn’t showing or recouping health noticeably.

I guess it could be a bug? It seems to be glaringly obvious with regen on any of my toons that I’ve taken the time to look at their life while regen was up. This change seems to have only started about a couple weeks ago.

PVE, regen nerfs way restrictive

in Guild Wars 2 Discussion

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Recent nerfs to regeneration have now put me in a position to respec my engineers if I want to continue to play in the new maps. I had finally made a mobile engineer since turret nerfs and stationary design of build made it a liability for open world exploration.

But the regen nerf also hit my warriors hard, so now I have three warriors that in full cleric’s gear are losing too much health to handle White Mantle Mobs in Lake Doric. I loose health faster than I can regen it. To be more specific regen can be up and I’m barely gaining any health.

And my rangers got the shaft as well. I use warhorn and shouts, the White Mantle Clerics were already a pain. But now they broke my rangers. Until today’s patch my ranger were completely incapable of fighting clerics since they are ranged both weapon sets.

My guardians have always been weak, but they are hitting massive walls. Mace and shield is practically a mandatory build just to take down a couple mobs at the same time. I wouldn’t care except that now their healing so underpowered they get overwhelmed with a couple knights. Aegis, blind, and their shield deflection doesn’t defend agianst their aoe hammer swing and since you’re lying on the ground most of the time you can’t fight back or regen health. Two of them can kill my guardian in short order.

So to total that up I’m looking at 12 toons at max level that are now in need of a respec to be efficient. Since new armor, runes, weapons, and losing ascendant gear is super costly and time consuming. This is the too costly part. I don’t want things to be cheaper, the economy is necessary for a good player base. All of these nerfs do tons of damage to economy, used to be a good choice of superior runes that were viable making the market more reasonably priced across the board, now there’s a handful that have any value and they’re super costly.

At this point I’m looking at lost massive amounts of time playing and character reworking only to have to spend tons of gold again to get back to normal. This isn’t even remotely fun. I have spent large amounts of money supporting the game, and have enjoyed PVE not being way over the top with difficulty since I’m normally running solo. But being stuck with only my Necro’s being the only playable class I have in the newer content is basically breaking my love for the game.

If you could tone down the generic mob abilities that take advantage of mitigation work arounds, or at least increase their cooldown so they aren’t just popping them all the time, lower their health so it’s not a slog every fight, or at least boost the regen in PVE. Any one of those I wouldn’t have to start from scratch again, at this point stop playing those characters I’ve spent soo much time playing, or maybe stop playing the game completely. Take a note from another game that let this get out of control, if you change player dynamics in PVP, which is reasonable to maintain balance, make sure PVE content isn’t being buffed by it.

I should add I went back to Bloodstone Fen and fought White Mantle Mobs there. Lake Doric White Mantle are way more powerful than the older counter parts and yet both are for the same level and class of PVE player?

Official Feedback Thread: Episode 4 -- Head of the Snake

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Centaur Camp too restrictive to world exploration. Right now there is usually within a couple hours a group that can either get into the upper chamber, whether by way around cliffs or couple times a day a complete run through the camp more times on the weekend.

The elite sharpshooters can down a player in two to three shots and have far too much health to kill solo. Add to that their range and they kill practically anything even before you get within 1200 yards away. If you can reflect their attacks they kill themselves in short work. Maybe one of these would be workable for some classes, my ranger can handle one. It has more to do with they are surrounded by champions, veterans, and more elites. Even around the cliffs. Add to that the respawn rate, it will take large amounts of time to move even a few yards. I liked Bitterfrost’s solution with the gear to avoid grinding the entire Svanir area. And the vents allow access to the last point of interest in frozen heart without the slog through the difficult mobs.

Second complaint the knockdown/knockback from White Mantle Knights hits multiple times, making most mitigation ineffective. Besides my Warrior or engineer I find myself loosing large chunks of life cause I can’t prevent the attack with aegis, or other one time attack mitigation. This makes the mobs extremely frustrating for squishy classes or builds. The cleric is blocking and reflecting attacks for large chunks of the time and runs away with heavy armor at full speed allowing them to avoid damage longer from close combat classes. Mesmers have to be killed twice and seem to have more health in either of both forms than knights or clerics, there is no way to avoid this mechanic. Elementalists seem to have huge life pools about the same or a little more than the mesmers two forms.

I don’t mind challenging mobs, but one shot wonders that take advantage of game mechanics aren’t challenging they’re just annoying. I can kill them with my ele, it’s more that fact that every fight takes large chunks of time that I find it restrictive to world exploration.

The biggest reason I find the map unappealing, is the drop rate of shards. This is the one mechanic Bitterfrost got right out of the new maps. Each node not only giving a guaranteed berry, but in addition to that even with the elevated cost it’s worth grinding mobs for the berries to get the ascended gear and unbound magic. I wouldn’t care if the cost was doubled, it’s still both more efficient and rewarding grinding through mobs to get the map currency. Also the special bag from mastery doesn’t work for these currencies in any of the new maps, why?

This map may very well go the way of Bloodstone Fen. Seldom played where events are failed more than succeeded for players that don’t play during peak hours.

The positives. Yes I like certain aspecs of the map.

It’s good to see a map that is more natural and not soo much set for one way play. I loved Bitterfrost for it’s winter look, just didn’t care for the restrictive layout. Luckily I got the binoculars and so the entire map was open from an elevated position. It’s the same reason I like Verdant Brink, the lounge gives you just enough open access to open the map up without slogging through mobs.

I don’t mind the jumping puzzle with the key it’s fun and not too complicated, probably would have recommended it for the daily instead of the peach. One it requires a little work to get the key and then it’s a matter of navigating a tunnel to get to the bottom. The peach doesn’t feel very satisfying doing daily. (I know the easy path due to a previous thread, it just doesn’t feel like daily material.)

I’ll will still spend more time and effort in Bitterfrost because it’s rewarding. I like when the game doesn’t take vast amounts of time to accomplish something, for a busy lifestyle it allots more time to hop on and play.

Peach daily is gated.

in Guild Wars 2: Heart of Thorns

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I’ll have to try the work around without pillar jumping. That definitely looks easier and more efficient. I sincerely appreciate all the feedback.

Scrapper needs a trait rework in PvE

in Engineer

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Pakkazull.6894

You’ll get no argument from me.

I normally don’t consider Raiding PVE. If it’s like the last game I played your focus is on fitting a role in the group and is vastly different from world exploration. I’m guessing Fractals are the same from your post.

Peach daily is gated.

in Guild Wars 2: Heart of Thorns

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Inculpatus cedo.9234

There is a path in the wall near Harvest Cascades that goes into the area with the peach tree. You have to jump your way up and glide to ledges to reach the top. The last ledge is to jump glide requires some form of a speed/movement buff to make.

Before I was aware of this option I used to work my way up to the northwest corner of centaur camp and climb up on the wall to reach the upper ledge, from there you can go to the top and glide in to the peach tree. It’s not the jumping that’s difficult here it’s the mass of centaurs that you have to beat down or run through to get to place in the centaur camp.

So from what I understand, if you don’t already run a speed/movement buff, you need it to reach the Tree just to complete the same daily each day, to avoid the hard way through the centaur camp. I just thought it was a strange form of gating the daily. It just feels weird that you have to buff your character (which normally when you need this they give the buff by way of an NPC, quest, gathering, or the like) for a daily like in Bitterfrost.

Scrapper needs a trait rework in PvE

in Engineer

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I only play PVE for the most part. I have three scrappers and they can hold their own quite well. If you need a tanky scrapper go with knight gear. I never use the hammer as it lacks ability. Weapon doesn’t really matter as you’ll be using the flamethrower almost all the time. Pistol/shield or Rifle work better. Firearms and Inventions. Build around a juggernaut and take the juggernaut buff in scrapper. Then Runes of Strength on armor and weapons, Generosity is the secondary rune as it procs faster than purity and adds to damage. Build experimental turrets with shields. You won’t be using a single gyro in this build but you won’t need it. You should be packing 12-14 stacks of might without starting combat. You’ll be at 25 stacks of might at practically all times in combat. For underwater bomb kit, grenade kit, and missile/harpoon turret.

The more moble option is knight armor with air runes. Take healing from speed and super speed in scrapper. Pistol/shield or Rifle, though, hammer can be fun. Your still focusing on flamethrower. Fire and Gen runes on weapons. Take alchemy build around healing with invigorating speed and Iron blooded. Still use firearms with juggernaut and no scope. You should stack alot of buffs and use gyros for healing, explosive and bulwark, supply kit elite skill. they will keep you full of health and keep groups at bay.

Once you get the hang of the mobile build you’ll want to go berzerker gear with air runes, swap fire rune for air and add frailty. And focus on cc and you’ll take down most things.

The trick for this build is to keep mobs in front of your flamethrower and straff.

For me these scrapper builds are fully capable of making short work of PVE mobs even in HOT.

(edited by Egrimm Van Horstmann.7921)

Peach daily is gated.

in Guild Wars 2: Heart of Thorns

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Healix.5819
I’m well aware of the wall hug path. Once you manage to work through the mass of mobs from both the buildings and that move around I can be made with a high healing tank style toon. I didn’t know about the path by Harvest Cascades the first couple weeks so I traveled that path many times. My hunters did it but there was always a mass of mobs even solo they rock. I got through it with Scrappers because I was unaware of the workaround. It’s just a real slog with half the mobs with knock down or being veterans.

OriOri.8724 I guess a work around is to respec just to make the jump, just the gate doesn’t make sense. I have max gliding and the final jump is just a bit too far without the boost. I don’t mind jumping puzzles, but requiring certain buffs to reach an every day daily seem counter-intuitive.

Mulzi.8273 Yes the peach daily. The final gliding jump to reach the upper ledge of the central platform is just too far without a speed boost, you loose elevation too quickly without it to make the landing.

Peach daily is gated.

in Guild Wars 2: Heart of Thorns

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

The Lake Doric peach daily is gated behind either having an available speed boost to go through the opening by Harvest Cascades and climb to the top to get peach. The final jump is too far without a speed boost. Or more frustratingly fighting your way into the centaur camp to the northwest corner and climbing the terrain. There is a ridiculous amount of mobs in the camp to the point anything but a tank with good healing is pretty much unable to reach the area. If there hadn’t been groups I never would have reached it with my warriors.

Given that this is an every day daily, it seems to be a frustrating gate to content for some character classes.

Axe, why all the hate?

in Necromancer

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

This is an update from my last post. I’ve found the sweet spot for the axe going full zerk. If I take the critical bonus in reaper on vulnerability and and equip axe with fire, also prefer focus offhand with air since my minions take care of conditions. I still run minions and the condition armor buff works with axe. It’s the best single target take down in the HOT zones. My auto attack is devastating with fire and air runes popping off regularly with it. And the focus allows me to freeze those trying to escape while removing some boons or throw out a quick damage and heal. Since this change I’ve dumped the scepter and loving the axe. Again this is PVE so for PVP I don’t know how well it will work.

How would you redesign the ranger?

in Ranger

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

The only real change I would like to see is the option to select your pets F2 ability. Take for instance the fire wyvern. Maybe you can select the fireball instead of the torched ground aoe. Or better yet the ability to chose between two seperate attacks for their F2 ability that share the same cooldown. It would allot for more versatility without drastically changing the character. My first character was a ranger and I still play it quite often.

What would you like to be rangers next wep?

in Ranger

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I’ve never understood why they can’t use a rifle, from the impression I get they like weapons that are silent so this may be why the pistol/rifle wasn’t already included. But I do think a shield would make the most sense. Shields were a common armament. And for a ranger it makes perfect sense to me they would use a shield in a fight. If they are common parts of military there is a rich history of bowmen and other ranged fighters having shields for when fighting got close and personal. Their cheap, easy to learn, light, and can make anyone a better fighter with minimal training.

Can anyone recommend a godd build for PvE?

in Ranger

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I’ve found dropping the Druid to be far more efficient in HOT.

Marksmanship, Beastmastery, and Nature Magic. Axe/Warhorn with longbow as offset. I’m in full zerk gear and have little trouble with groups or single targets. Found Mad King rune to be best you can pop your elite and really hit groups of mobs hard. Shouts are core with healing. And a couple signets to add tough and health regen. I hit hard and can heal through most things. Smokescale and Tiger seem to be best pet options due to the wyverns slow attacks that seem to miss quite often. In some areas I’ll swap to the Bristleback in place of the tiger if more ranged fighting is ideal. I’m still not sure why but fire and air runes do most damage in build. But if you need more condition control above what your pet can do, use Generosity over Purity as it has a shorter cooldown.

Glider Suggestions? Share Them Here!

in Guild Wars 2: Heart of Thorns

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I would like to have the ability to jump to glider when on flat ground. There are a number of updrafts and ley lines that you have to hunt down elevated ledges to use these just because you can’t deploy the glider on a jump on level ground.

There is also a bug that has been an annoyance, when attempting to enter stealth while gliding it will consume energy and do a dodge instead of changing to stealth. It would seem to make more sense to have a button to activate stealth instead of the dodge motion.

One glider skin I’d like to see is a jet pack. Possibly with a backpack clone. Also would like to be able to dye backpacks so I can match different color schemes. There a bunch of backpacks that would work with armor looks if I could just change their color.

Axe, why all the hate?

in Necromancer

Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

I find the axe can be lackluster when running solo pve if you want durability as compared to all out damage. I prefer durability with minions support and conditions healing and providing toughness to my necro. I’ve found very few things I can’t handle with it including the Bandit Executioner. My gear is prec, cond, and tough. Usually bounce between staff to scepter and focus. I don’t do much pvp so I can’t say how it works there, but I find my necro is the toughest of my toons.