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Also, like RemiRome posted above, your definition would basically mean everywhere is a safespot in plenty of dungeons. You’re in a “safe spot” if you’re meleeing Lupicus because his ranged attacks don’t hit you, yet his swipes and frenzied blast do? You’re in a safespot on his phase 1 because he can’t kick you when you’re not in melee range? The entire arena is a safespot…?
I don’t think you share the same definition as most people would lol.
You’re in a safespot if the boss casts something at you, or at the room, that is meant to hit you but doesn’t because you’re stood at a certain point. What’s controversial about this idea? In many situations you wouldn’t refer to the spot as a safespot because doing so would be superfluous but it is still technically a safespot.
This is also the last time I’ll repeat myself on this. If your reading comprehension isn’t sufficient enough to soak it in this time, then so be it.
Here we go: a random insult. Struggling again?
Warriors do not have reflects
Warriors do not have reflects available whilst simultaneously maintaining their high DPS like several other classes do. Therefore in a thread that specifically guides people on how to optimize DPS as a warrior in a solo setting, reflects aren’t available.
Guess which version is in your guide (hint: you can check) and you’ll see where the problem is with what you wrote originally.
Well if you banned everyone who safespotted the p3 last boss by standing against the pillar where its cave-in doesn’t land, you wouldn’t have many players left.
It’s not a safespot. He can still damage you, it’s just the one cave-in attack that won’t hit.
Sounds like a safespot if its main mechanic doesn’t hit!
By this logic then it’s also a safespot to dodge, use projectile blocks/reflects, invulnerability skills or any damage mitigating skills against a mob.
No, a safespot is a location. It can vary between intended, creative, an obvious glitch left due to rubbish testing, and just plain exploiting. Dodge is not a location, it’s a state, and always intended unless you think there’s a fight where the designers forgot the player can dodge. You could call it a safestate, whatever.
This is almost as finicky as your “warriors don’t have reflects” shtick.
I was merely pointing out the obvious flaw in your statement’s logic that’s all. Either way, it is intended to be capable of avoiding this attack by simply standing in a certain location. This can be any location that Grast is in, or a few areas where the rocks don’t fall. I don’t see what the problem is.
Funny how you also decided to bring that argument up again, despite the numerous times I’ve clarified that what I meant was that warriors don’t have access to reflects in a practical situation in PvE where they can fight with optimal DPS simultaneously.
Obviously since you only posted on my thread with the intent of getting under my skin, it was my mistake for dignifying you with a response in the first place.
There was no flaw in the logic. A spot in which you are safe from a key ability is a safespot. A dodge is safe but not a spot, therefore it is not a safespot. Just like Earl Grey is tea but not a pot, therefore it is not a teapot.
Whether the safespot on Rumblus from the cave-in is intended or not is open for debate. Personally I don’t see them thinking “we’ll give the boss an AoE which can hit room-wide – except HERE” and see it as a lack of testing, and a lack of communication between the people who design the boss and the people who design the environment, but intended or not, it’s a safespot.
Not sure how posting in your guide thread to tell you and anybody who may have been misled that a sentence in your guide is completely factually inaccurate qualifies as “only posted on my thread with the intent of getting under [your] skin”, but whatevers!
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Well if you banned everyone who safespotted the p3 last boss by standing against the pillar where its cave-in doesn’t land, you wouldn’t have many players left.
It’s not a safespot. He can still damage you, it’s just the one cave-in attack that won’t hit.
Sounds like a safespot if its main mechanic doesn’t hit!
By this logic then it’s also a safespot to dodge, use projectile blocks/reflects, invulnerability skills or any damage mitigating skills against a mob.
No, a safespot is a location. It can vary between intended, creative, an obvious glitch left due to rubbish testing, and just plain exploiting. Dodge is not a location, it’s a state, and always intended unless you think there’s a fight where the designers forgot the player can dodge. You could call it a safestate, whatever.
This is almost as finicky as your “warriors don’t have reflects” shtick.
In a berserker setup, the boss literally takes 5-6 seconds to kill without FGS. In 100% of the caes, my group kill the boss before rock start falling from the ceilling.
And this is why many explorables are just junk at the moment. Rumblus is actually one of the better-designed AC bosses in theory, but how fast it can be killed combined with the possible safespots negates any possible merit of the mechanics.
Worse still, there are people who feel that there’s nothing wrong with this boss, because their elite skills (read: standard copypasta meta character pressing 1 or 2 buttons) should entitle them to kill bosses in 5 seconds before they do anything.
There is very limited “trash” in the dungeon, and its all very quick. Stack up, pull, dead. Every single trash mob in the dungeon takes very little time overall, probably less then 5 minutes total from beginning to end. The time sinks are in the complicated puzzles which require coordination, of which there are two.
Disagree here. Watched rT’s 15:48 aetherpath record and about 10 minutes of it is trash, and that’s with their group’s high damage and pacing. An average group would spend at least 20 minutes going through that trash. I’d include the tedious hologram things in the endboss room as “trash”.
Neither of the puzzles are “complicated”. 2 people click a plant at roughly the same time and walk to a door while the other 3 aggro some mobs. People run to some platforms while not standing in the bad tiles. It makes Swamp Fractal orbs look like elite content.
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Well if you banned everyone who safespotted the p3 last boss by standing against the pillar where its cave-in doesn’t land, you wouldn’t have many players left.
It’s not a safespot. He can still damage you, it’s just the one cave-in attack that won’t hit.
Sounds like a safespot if its main mechanic doesn’t hit!
Hello Daniel. You’re one of my favourite authors!!1
Most of the paths you see for sale can be legitimately soloed. It’s a shame there are not more normal groups forming but it’s not really anything to do with the sellers.
Well if you banned everyone who safespotted the p3 last boss by standing against the pillar where its cave-in doesn’t land, you wouldn’t have many players left.
Snow Leopard is better, cause you can stealth before doing it for the ultimate SURPRISE DAMAGE. Lower damage but 10s recast. Between the stealth and the rush is only a couple of seconds. Guardian is the meta for the 50% elite skill duration trait, but you can take a thief for the on stealth bonuses or a mesmer to run a long way with the rush and then drop a portal. #leopardway
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I enjoyed exploring CoE a few weeks ago. One notable thing is if you jump over the gate in the first trash room on story mode (by climbing up the left side diagonal and jumping down onto the top of the gate), you get to a version of the Evolved Destroyer boss that doesn’t have its shield up. It just stands there and casts dragon’s tooth, has a fair bit of health so it’s a good boss for testing DPS on.
Actually a fully buffed elementalist is dealing roughly 31-33k DPS with fiery rush, whereas a fully buffed elementalist using staff is dealing around 14-16k-ish. It’s closer to 2x, not 5×.
Do you think using FGS in FotM demonstrates the need for a nerf just as much as dungeons do? Why or why not?
Your number of 14-16kish for a staff elementalist sounds quite inflated but whatever. The thing with fiery rush is it’s doing at least 100k damage on a 1.25 second cast, that’s quite clearly ridiculous. It might be 33k DPS if you’re waiting for the ticks, but it’s 80k+ DPCT which (in explorables) allows you to kill mobs before they can do anything.
It’s clearly less OP in fractals because (depending on fractal) 1) fewer walls/stack spots 2)static bosses 3) bosses that are less melee-friendly due to cleaves/PBAoEs 4) generally better mechanics all-round, etc. But that still doesn’t make it balanced. There’s a risk/reward argument with using it in some fractals, but if they want to have risk/reward spells like that, they should be based on some kind of intended functionality. Quickness utility spells are like it, but the risk/reward isn’t really high enough either way. If something’s going to do 100k-150k damage in a single cast, it should have far wider conditions than “have boss against a wall, lose control of your character for 1 and a bit seconds”.
I do have a problem with this nerf because they have given the impression they think FGS is okay by not nerfing it for however many months, so it feels like a U-turn for them to suddenly decide it is OP. However there is a larger problem, which is that they simply don’t care. They don’t care what people do in dungeons, and they don’t care either about fixing* dungeons to make the fights more interesting. It’s only when they finally have to look for some changes to throw into a patch down the line that they bother to address anything. It’s a lottery on if anything gets altered depending on whether they care about it or not. In Arah, you can climb out all over the map and they don’t care, but in their precious Guild Puzzles as soon as people started breaking in they made them port you back to the start and added a bunch of invisible walls. Stuff getting fixed instantly is kind of annoying but also encouraging because it shows they actually care about it, stuff getting fixed after a year is just disheartening.
- I am, of course, talking about giving the explorable dungeons more mechanics, so they actually need some kind of strategy and coordination.
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Learning the pattern? It just moves in one direction, tetris-style, and changes for each platform. If your group are nice and let you go for the near platform, it should be fairly simple. You just need to wait until there’s a free bit going in the direction you want.
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FGS rush does a ridiculous amount of damage in a short cast on a short cooldown and it can also be used by another party member. It’s not just hard damage, it’s “5 times as much as the highest actual proper damage ability in the game” hard damage. If you can’t see why it needs a nerf you’ve been blinded by the comfort of using it on endless amounts of clears of easy dungeons. Yes, explorable modes are mostly just meat and they need a rework. Two wrongs don’t make a right.
Though I would be kind of pleased if to compensate they make Charr artillery barrage hit like ice bow on crack and don’t touch that for two years.
A lot of “Season 1” was open-world stuff, and they’d really have to remake it as instanced content for it to work. With large areas like the Tower of Nightmares, that’s a pretty big job. Hopefully it’ll happen one day but I wouldn’t expect it any time soon.
Price of foxfires is dropping now the initial wave of demand has passed. Apart from that there’s nothing really expensive required to make the Mawdrey backpiece, assuming you use your daily cooldowns to make the plant food.
I actually thought this the other day too. It’s the bloodstone dust. What’s in bloodstones? Uncorrupted Magic! And what are you doing? Feeding it to bits of mordremoth!
Another interesting thing. The Spinal Blade backpiece blueprints came with the message “Caithe, someday you’ll see, Tyria needs me. -Scarlet”. Maybe Scarlet was trying to make sure everybody on Tyria had an ascended backpiece from the Spinal Blade blueprints, so they wouldn’t bother making the Mordremoth one, and her entire operation was about creating enough blueprints to go around.
It’s the end of days.
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This maths is flawless!
I don’t understand which piece I should put agony resist on first.
Whatever you can, the infusions are only 75 tokens. Ideally you’ll have some ascended from somewhere else (laurels, guild missions or crafting) to get you going. If you do weekly guild missions it takes 4 weeks to get 2 ascended accessories. You can get an amulet for 20 laurels + badges in borderlands; the city laurel vendors need more laurels so it’s easier to just go farm badges in edge of the mists than wait for more daily laurels. Crafting ascended is kind of expensive, but can really make it to fill up on AR without being limited by daily/weekly gates.
To do up to level 10-19 you ideally need 10 AR. This basically means any two ascended pieces, or a two-handed weapon which has two slots (however note it won’t count if you weaponswap to a different weapon). If you saved your fractal relics, at 10 you should be able to buy a ring+infusion, combined with a laurel/guild/craft piece you should have 10AR now.
To do 20+ needs 25AR. By this point you should have two rings, accessories and amulet. If not, it’s a simple case of “get more ascended pieces”, but you can also cheat a little by getting Shard of Crystallized Mists essence from the 20+ trash and upgrading your rings to get agony slots.
Note that past 30 fractals get a lot harder to finish with randoms!
For 30+ (40AR), you should have an ascended backpiece from fractal relics ( http://wiki.guildwars2.com/wiki/Prototype_Fractal_Capacitor_%28Ascended%29 ) and have upgraded both rings, giving you 40AR from your trinket/back slots alone (5 back, 5 amulet, 20 rings, 10 accessories). You may want to skip the back at this point and waste your fractal relics on 20 slot bags if you have ascended weapons, but you will want a back for 40+. There are other ways to get ascended backpieces, but they involve plenty of gold (or in the case of Mawdrey, plenty of materials that can be sold instead for gold)
For 40+ (55AR) It starts to cost serious gold. You can get to 55 with the aforementioned 40AR plus 10AR from your weapon slot and another 5AR from upgrading the backpiece to get another agony slot, or you can put +10 agony things in the rings instead. Either way, it’s going to cost you unless you get lucky with end boss loot.
50+ (70AR) Requires either making some ascended armor for 3 more slots or 10 agony upgrades in back and both rings. Without armor – 10 Weapon, 15 back, 30 Rings, 5 amulet, 10 accessories. The 40+ fractals often give armor chests at the end which you can use, however they are likely to have rubbish stats on them, but one or two bits wouldn’t hurt. If you use armor chests with bad stats then select the pieces with the lowest item stat weighting (shoulders, feet and hands)
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Someone needs to do a banner 1 skill lupi kill.
I’ll take the gold now, and make the backpiece later.
Sounds like a plan. Should last until someone posts a “how to make gold from crafting plant food” guide and the prices crash.
Get a dedicated group to kill the trash mobs in Aquatic and Ascalon, make sure you’re remembering to loot everything (and er, you’re doing enough damage to tag everything). It’s possible to solo them too.
edit: but you shouldn’t need to farm them, you should get enough drop from doing fractals normally as long as you are tagging/looting everything and not just semi afking
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Pale Tree’s going to go all Walder Frey and butcher all the faction leaders along with the Pact. You heard it here first.
Such fantastic advice… thank you everyone… I truly appreciate the boost of confidence.
Quick question – Is it possible to solo the elite trash outside of Lupi’s room? I can tolerate constantly dying to Lupi, but running back to him, dodging elites is half of the frustration at the moment.
I gave up on trying to solo the champion but the rest isn’t too bad. The eles and illusionists I would just kind of run around the foot of the bumpy rocky ledges on the left of the room to keep LOSing, the mages are easily killable if you switch to ranged, and the hunters usually die if you kite them to about 75% then burn them fast with endure pain and defiant stance. Not really worth the time though, unless they are really getting on your nerves.
When I was learning the first boss in p2 (I didn’t watch any vids of her, so I didn’t know you could run out of combat to heal and put her on the start spot) I killed every single trash mob before her once. That was a bit more pointless. Think I did the sentinel/deadeye packs before abomination too, but that is something I’d like to forget (was just looking for terrain skips)
I went to Lupi on 7 or 8 different days before killing it, probably about 15-20 hours in total. Mind you, I didn’t use teh wall until I got fed up of dying in phase 3.
Broke up the boredom by killing trash in the room before him.
Also: To get to tier 4 you would require at least 50 players doing events all over the map. Now tell me about a guild which is willing to do that when they do not need anything from there. It wont happen.
You can get tier 4 with 5 people on the map if they know what they are doing. It’s mostly a case of getting to the events on time. Apart from the champion events (which you don’t need for t4) they can all be solo’d by players with the correct builds.
http://www.reddit.com/r/Guildwars2/comments/2ati8x/updated_dry_top_events_timer_list_and_position/
Why ranged? If you melee this guy you hit him twice. Goes from 100% to about 80% from casting hundred blades once, and there’s like 1 thing to dodge which he takes about 20 seconds to cast. The only thing to watch for are those orbs that follow you and explode. I don’t see why anybody would recommend ranged at all, except for killing the fear wards.
Everything felt like it had only been tested on a zerker build
The statue can’t be crit, so zerker does no more damage to it than PVT or something. It helps for killing menders faster, but you get ages to kill them with an immune statue anyway.
Compared to greatsword, hammer misses:
1) Vuln on the autoattack
2) 2,3,4,5 skills that increase DPS
3) 10% damage from slashing power and might stacks from forceful gs
4) players who know what they are doing, the kind of person who takes hammer to dungeons is probably 2/2/2/2/4 full clerics anyway and using nothing except the knockback.Lot of this is just wrong.
Every skill except for hammer 3 hits Harder than the auto attack,
with sigil of impact and merciless hammer anytime you use earthshaker or backbreaker you get 30% more damage while they’re under the effect of each attack.
Every skill except 3? So 2, 4 and 5 then? 4 is a knockback so you can’t use it for damage, 5 has a 1 second cast time and loses dps, 2 can be a marginal increase if you time it after the last skill in the hammer auto attack chain, but hardly due to the cast.
If you are speccing Merciless hammer and using Sigil of Impact you’re already dropping more damage than you gain. Those things are designed for WvW and PvP when you build around bursting players down during stuns at the expense of being able to do sustained damage.
Don’t use hammer!
Don’t think I’ve used the term glitch without the term stack. Which term you choose to fixate on is on you.
However, that is all completely off-topic so start a new thread.
But wait, how is stacking anything to do with glitching?
5 people in melee – intended
Being able to pull mobs – intended
Where’s the glitch? Unless it makes the enemy abilities bug out, there isn’t one.
Pulling is an art as old as time, here’s a quick guide – http://www.youtube.com/watch?v=LkCNJRfSZBU
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2. PVE: Your groups will burn through all the controllable mobs so quickly that most of your time will be facing uncontrollable mobs like champs and legendaries and at that point you will need to swap out for GS anyways just to help speed things along even more.
Scryeless you seem to working with a different definition of “glitch”. In gaming it refers to a programming error which allows for unintended methods, such as not getting hit by shockwave attacks when standing on little bits of terrain, or adds not spawning when you stand in a certain place. Just being able to kill things fast or make them walk up to you with their normal pathing isn’t a glitch.
Compared to greatsword, hammer misses:
1) Vuln on the autoattack
2) 2,3,4,5 skills that increase DPS
3) 10% damage from slashing power and might stacks from forceful gs
4) players who know what they are doing, the kind of person who takes hammer to dungeons is probably 2/2/2/2/4 full clerics anyway and using nothing except the knockback. that’s probably what makes people hate on hammer players, rather than the mediocrity of the weapon itself.
All hammer really has going for it 1) Stun on trash (reflects and blinds do the job just as well and players can have them without kitten specs) 2) Weakness (might help on some fractal bosses but really not worth losing all that damage for)
I bet I could do superior DPS in a solo setting with GS and no armor than in full ascended berserker with a hammer.
Would like to see that, my money’s on hammer (assuming 6/6/0/0/2 with last chance instead of forceful gs which i assume would be the highest hammer dps spec) as it isn’t that bad compared to MH mace for example.
Maybe the sheer magical force of the dragon planted the name “Mordremoth” in all the characters’ heads when it woke up. Or maybe the writers just screwed up.
Maybe it’s supposed to give the impression that the player character chose the name for the new dragon themselves at that point. If so, it isn’t very clear, and one would have to view Subject Alpha’s combat log as non-canon.
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Actually Mordremoth got a name drop in Episode 1
Where??
The first bit was horrible, the dragon suddenly referred to as “Mordremoth” despite no characters expressing any knowledge of this previously. It was like a bit of cutscene where they discovered this was missing. Rest was good!
A build is something you can change on the fly any time your are out of combat, it’s not a single traitset that you are supposed to commit to.
Just zoned in to WvW? Take 20 seconds to open the build panel and switch to your favourite WvW spec. Just joined a dungeon group? Take 20 seconds to switch to the meta dungeon build. There’s no need to have an “all-around” build because it’s so easy to change builds (once you can remember what your options are)
finally, as people have said already, it makes no sense to use traveler runes because you have a lot of access to swiftness and mobility already
OP is right about the inflation side of things. I’d like to see dungeons give t6 crafting mats and salvageable armour/weapons instead of gold.
For example, lesser paths could give
3 t6 crafting mats
1 armor piece (75% yellow 25% exotic chance)
1 weapon (75% yellow 25% exotic chance)
longer paths could give
6 t6 crafting mats
1 armor piece (50% yellow 40% exotic 10% ascended chance)
1 weapon (50% yellow 40% exotic 10% ascended chance)
You click your buttons Warlord? You can ramp those condis up 10% faster if you use keys.
edit: done some calculations, may be more like 7% due to afterpress, but it’s definitely better
Scholar should be fine, even if you’re not above 90% you still have the +175 power and +100 ferocity. If you want dirt cheap runes then use Flame Legion ones.
The 2.7m buy orders look clearly like an attempt to pump up the price. This is the one form of market interaction which leaves me queasy — it looks like it trades on human gullibility in a way that’s harmful to the average player; I assume it’s because this pops the item in question up on the main page as popular. Changing the metric to use number of market participants instead of or in addition to raw # of items requested would probably be an improvement.
To see how it can work, look at the graph for “recipe: shadow of grenth” over all time:
http://www.gw2spidy.com/item/49481
You’ll see a spike in buy orders and prices — those were presumably almost all 1c buy orders which were canceled after the person doing that got what they wanted.
I don’t think this is harming the average player – if anything, it’s exploiting the methods used by amateur TP profit-seekers.
The way to make money in this game isn’t to exploit the normal casual demand for items, it’s to exploit the other people who think they can play the trading post :>
You still have yet to come up with any specific situation to support your claim…?
The entire point of this guide, which is even so graciously listed in the title of this thread is a guide to optimal DPS in a solo setting for warrior.
It’s unbelievable how pendantic you are with that statement on reflects. I’ve clarified multiple times with you my reasoning for the claim that “warriors do not have reflects.” It’s because there is no circumstance in which traiting in defense will yield superior DPS. It is always better to learn how time your dodges properly, time your blocks, your whirlwind evasion, kite, time your invulnerability, and more. If you disagree with me, then what’s the point in continuing to nitpick with this detail when you’re clearly not getting anywhere— especially since you aren’t interested in the main topic of the thread?
I also find it pretty amusing how you’re talking to me as if I have no idea of what the word adaptability means, considering how many things I’ve posted solo videos of and how much time I spent learning how to do things differently than what I had known. To me, that’s a blatant sign of disrespect. If you have this much of a problem with the fact that I consider fury an absolute essential for DPS in solos, I highly advise you to refrain from posting again because bad news, good sir.
I won’t be backing down from my statement.
Sigh, you’re the one nitpicking here. See how you mention Throw Bolas, Stomp and Fear Me in your guide? None of those are optimal DPS choices either. Have you invented some arbitrary point of DPS loss at which selecting something goes from “worth mentioning” to so unmentionable that you explicitly claim it does not exist when it does, or are you still stuck in the pre-patch mentality and haven’t yet adapted to traits now being as easy to switch as utilities?
I’m not disrespecting your soloing accomplishments, I’m just amazed at how stubbornly you are willing to defend a single complete factual inaccuracy. Your original guide is otherwise very good.
Because of the fact that warriors have no reflects.
Not true, you can easily trait 10 in defense (edit: 2) to pick up reflect during block.
It’s not practical to use in almost any circumstance for soloing in PvE though; you lose out on a crap ton of damage to deal a negligible amount of damage in reflects.
I can’t think of any circumstance in which it’d be worth traiting 2 in defense for a boss solo fight tbh.
You wouldn’t lose much DPS speccing 6/6/2/0/0 to solo something, you can spec 6/5/3/0/0 too and get the health regen for a bit more margin for error/meatshieldability. It would have been silly to spec like that before the patch but since you can now change traits anywhere it’s an option for certain solo dungeon encounters that you can’t just cheese with Sigil of Energy.
Just pointing out it’s incorrect to say “you have no reflects” when you do if you need them.
You’re wrong, sorry. When you are soloing you CANNOT sacrifice VI in discipline. Not only do you lose out on a lot of ferocity, but you lose out on an absolute necessity for DPS – fury. You can’t upkeep fury without signet mastery no matter if you use both FGJ and axe offhand— worse enough, you can’t block even if you do use axe offhand and even if you try to, you sacrifice your primary weapon for utility and DPS, which is GS.
Once again, never practical to PvE with that trait.
Therefore, you do not have reflects at your disposal to use unless you intend to be vastly inefficient.
You’re wrong, sorry. I like how you have attempted to switch the debate to a theoretical DPS loss. Your original statement was:
Because of the fact that warriors have no reflects.
And it’s still completely wrong.
Additionally, there are two main reasons why your extra straw man reply is wrong too. First of all, Secondly , FGJ and signet provides ~80% fury uptime untraited anyway, so saying “you CANNOT sacrifice VI in discipline” is incredibly narrow-minded too . Yes, you might lose around 10% DPS overall from lower fury uptime and ferocity, but the whole point is being able to use the right build for the situation – in this case, a situation in which losing 10% DPS is less important that gaining other things that will keep you alive like reflects and double the healing signet tick.
There is no “optimal, undroppable” soloing build, it varies depending on the content you are soloing. Sometimes you may need more endurance, sometimes you may need reflects, sometimes you may need more health regeneration to counter unavoidable damage. It’s called adaptability – bear it in mind and you’ll be able to come up with better builds rather than just posting the old PvE meta group build.
Because of the fact that warriors have no reflects.
Not true, you can easily trait 10 in defense (edit: 2) to pick up reflect during block.
It’s not practical to use in almost any circumstance for soloing in PvE though; you lose out on a crap ton of damage to deal a negligible amount of damage in reflects.
I can’t think of any circumstance in which it’d be worth traiting 2 in defense for a boss solo fight tbh.
You wouldn’t lose much DPS speccing 6/6/2/0/0 to solo something, you can spec 6/5/3/0/0 too and get the health regen for a bit more margin for error/meatshieldability. It would have been silly to spec like that before the patch but since you can now change traits anywhere it’s an option for certain solo dungeon encounters that you can’t just cheese with Sigil of Energy.
Just pointing out it’s incorrect to say “you have no reflects” when you do if you need them.
Because of the fact that warriors have no reflects.
Not true, you can easily trait 10 in defense (edit: 2) to pick up reflect during block.
Next week: Why driving somewhere at 132km/h isn’t really faster than driving at 120km/h because you still go past the same number of towns.
Plus, there’s quite a few fights that favor burst damage or mobility. An example being Lupi on P3, it really helps to have WWA to get out of the huge PBAoE, and since you’re already on GS, why not just throw HB at him?
Or the dredge final boss. You can melee him for a brief while before you gotta move, so it favours burst damage.
That’s how I see it too. Having GS on swap is still useful for burst and mobility, and Rip isn’t much to shout about. A lot of PvE comes in as “burst” these days, heh.
Got that too. Behold the 6 signet warrior, the new meta.
I wish you’d just implemented an underflow system without dismantling the entire world system in the process.
What you’re doing removes the possibility for any huge meaningful long-term event chains by removing any concept of a truly “living” world to the player. The Orr event chains were poorly implemented but there was a hint of the pre-release vision there, the idea of organised community efforts to control and unlock specific areas. With the removal of maps being tied to home servers, and by extension the removal of any kind of organisable PvE community other than guilds, the dream of those epic event chains that affect the world dies too.
Before you implement this, you should consider what happened to your original gameplay philosophy, and how these changes will make it impossible.
I’m more interested about Krytan licensing law, as Taimi will apparently meet us in the Dead End Bar next week.
Got it now, hidden sound..
1630014426 for anyone who doesn’t want to click around for it themselves.
(edited by Eulolia.2467)
Enough of the whine, did anyone get 9/9 discoveries yet? I went through all the things and had 8/9. Two of the “hidden” links on mmorpg just went to things in Divinity’s Reach that were already there.