Devonas Rest 4 lyfe
Devonas Rest 4 lyfe
So you’re saying that the TEAM has to play for a each other? Yet you condone and think it’s okay for a warrior to play a glass cannon? Isn’t that double-standards? or something along the lines of that…
If you think that damage is not a vital aspect of team play I don’t really know what to tell you. It’s not unheard of for a glass cannon warrior to deal 50% of the damage in his group, it would only be sensible to try to keep him up as a team.
How would you know if a warrior deals 50% of the damage group if there’s no chart to distinguish that? And to play a team central around ONE glass cannon (especially one who’s using a selfish signet build) is absurd.
“Regardless of what build he runs” really hits the nail on the head of your ignorance. There’s obliviously traits/utilities/armor that provide a greater survive-ability , so that last sentence didn’t make much sense
Just because you can survive 2 more auto attacks doesn’t mean you are gonna be any less dead if you just sit there and tank them instead of playing actively, so that last sentence did make sense. Please, keep spewing your insults at me if you think it supports your arguments.
2-3 more auto attacks can make a huge difference in this game. The dungeons are all about mitigating damage, dodging, TEAM PLAY and survive-ability. It’s much more efficient to be up and doing some sort of damage than to be constantly on the ground needing a revive.
Oh boy here we go again. Back to square one where you assume that glass cannon warriors are “constantly on the ground”.
Yeah I’m out of here.
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And this is why you always enter a dungeon right before patch hits
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Guardian is, in my opinion, the “king” of support.
Elementalist are good, if not equal, but remember you are kind of restricted to a certain combat style since you don’t have weapon swapping.
Don’t have extensive experience with necromancers or engineers in dungeons, but yes, Necromancers are kinda crap as they are right now. Engineers are apparently getting a big patch in a week.
Warrior are decent but there’s no way you can ignore their immense potential to deal damage with a good conscience.
Thief are really good for blinds and life steal fields, but I wouldn’t consider them a support profession in the traditional sense because of it.
Mesmer have some cool utilities but again, nothing I would consider “support”.
All of the above are my own opinions and I hope this helped you at least a little.
Happy hunting!
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No, I was merely answering your question about AoE spam. Please quote exactly when I said Subject Alpha is “harder stuff”.
A one shot ability that cannot be dodged would imply a boss is hard, sorry for the assumption (not that Subject Alpha has anything like a one-shot ability that cannot be dodged, but that’s another discussion).
So you’re saying that the TEAM has to play for a each other? Yet you condone and think it’s okay for a warrior to play a glass cannon? Isn’t that double-standards? or something along the lines of that…
If you think that damage is not a vital aspect of team play I don’t really know what to tell you. It’s not unheard of for a glass cannon warrior to deal 50% of the damage in his group, it would only be sensible to try to keep him up as a team.
“Regardless of what build he runs” really hits the nail on the head of your ignorance. There’s obliviously traits/utilities/armor that provide a greater survive-ability , so that last sentence didn’t make much sense
Just because you can survive 2 more auto attacks doesn’t mean you are gonna be any less dead if you just sit there and tank them instead of playing actively, so that last sentence did make sense. Please, keep spewing your insults at me if you think it supports your arguments.
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I can see how the level 80 Fully Elite geared and spect for dungeons characters might see dungeons as too easy. The problem is, not everyone is Fully Elite geared and wants to be a copy paste character.
I would agree, for those who put all their focus on Dungeons and not caring about being just another copy of everyone else of your class, there needs to be tougher dungeons. But the “Base” dungeon difficulty needs to be either toned down, or re-designed to accomidate players of different builds and leveled and equiped for the “required” level for the dungeon. (If explorable dungeons were “end game” content the level requirement would be level 80)
They will probably nerf Dungeons because of players like this: https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeons-way-overpowered/first
Everytime I post in his threads he reports me and Anet bans my account for a few days. I guess you can get banned now a days just by saying he needs to learn how to play his class and learn how dungeons work. Like all the other whinners, he is a WoW type of dungeon player and those types of players can’t understand GW2 Dungeon concepts. So ya, since devs on these forums seem to be ban happy, dont post anything he doesnt like in his thread for you will get banned for 5 days.
Dungeons ARE overpowered, If it “Requires” level 80, exotic gear and SPECIFIC builds for at least some of the classes, then it needs re-thought.
I know how to play my character, the problem is I don’t want to play it D/D with all Vit/Toughness gear with most my traits going to Earth and Water. That locks me down to one small subset of what the class is capable of.
You were reported for being insulting and non-constuctive in that thread. You were the only one in the thread reported repeatedly, and it was for near identical posts of L2P with no actual constructive feedback.
I hated WoW because there too, they forced you into specific roles, and if you didn’t fit the build they wanted, and have a minimal “gear score”, they wouldn’t let you in.
Except Arena Net have personally stated that Explorable Mode dungeons should NOT be for pugs who don’t push their skill / character to the limit, but for highly coordinated groups of players who actually do, so everything you say is wrong.
The fact that pugs can still run any explorable mode just fine is enough to warrant an increase in difficulty when it comes to dungeons.
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As far as I know;
60 per toon and path if you do another dungeon in between these runs.
5 runs in less than 2 hours will net you 45 tokens on the 5th run, regardless of dungeon.
If there is a DR for clearing a dungeon really fast, it’s below 5 minutes.
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I am 100% sure that it will be a meta achievement just like what EotN had. Instead of the progress in Lost Shores being required for dungeon master, explorer and map completion etc, it will just have one meta achievement for completing all of these.
So no, the new dungeon won’t have to be completed for Dungeon Master.
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Can you be more specific? What dungeon foe has a one-shot ability that is spammed too much to be dodged?
Thank you.
Subject Alpha CoE
Also it’s amazing the amount of people who think 5 signet Warrior is an acceptable build in dungeons. Maybe they should stop doing the weaker dungeons and run the harder stuff… but I digress.
You think Subject Alpha is hard, and then you ask people to run the “harder stuff”.
I will just refrain from replying here as I would surely get an infraction >.<.
Sorry, perhaps I wasn’t clear enough— What I meant to say was we have enough dodges to avoid attacks that will annihilate you, as they don’t come very often and they have many tells. The problem lies in the constant damage you’re taking from auto attacks— this is very noticeable if you’re the only one who ever has aggro.
I see. But you are talking as if you are the only one in the group. Are you implying that no one in your group can provide;
Aegis?
Blind?
Regeneration?
Heals?
If you still take too much damage then swap out of melee for a few seconds until you can get a heal off / lose aggro. This is why I am saying the SKILL matters a lot more than BUILD.
A bad warrior will die to auto attacks regardless of what builds he runs. A good warrior will play much more actively, and thus survive longer regardless of what build he runs.
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They have already dumbed this game down so much it’s ridiculous.
BWE1? Skill point NPC’s would actually 2-3 shot you if you sucked.
BWE3? Some guy uploads a video where he outheals the same NPC with only passive effects…
Pre release? Arena Net claim that only experienced groups of friends with good coordination will be able to complete explorable mode, and that they will take a “substantial amount of time”.
Post realase? Everyone and their grandmother runs explorable mode dungeons in less than 30 minutes. People even 2-man AC in less than 15 minutes. Some coordination checks were indeed added, such as the torches in CoF path 3, but then again these paths don’t see the light of day ever.
It was a noble idea that Arena Net had but unfortunately they caved in to the baddies, just like any other MMO today.
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Honestly, the fact that ANet made dungeons so kitten faceroll that you can get away with running 5 signets is enough to show that they’re “viable.”
Sure, you could accomplish more if they chose to run banner of disc. or FGJ to give their fury-less (save for “Save Yourselves!” or the Inner Fire trait, but who the kitten takes that?) guardians some fury. But if you get through the dungeon successfully, I don’t see why it matters.
I’m not advocating the use of a 5 signet build, as it has been stated previously so many times that the amount of bonus damage you get from deep strike is paltry in comparison to some of the stuff you can give your group. Yes, you see bigger numbers for yourself, but one extremely buffed person does not outweigh 5 moderately buffed people.
Beyond that, if you’re running precision on your gear and you have perma-fury— that bonus precision is kind of… excessive. But whatever floats your boat.
What I’m curious about is how people are running berserker’s gear.
Now I know you’re all going to hop on and call me a bad, but hear me out. I run a full Knight’s set with ruby orbs and ruby / emerald jewelry and a zerker weapon. So I have a decent mix of offense / defense.
But none of that defense really matters in the end. Yes, I dodge. I dodge a LOT and I use the dodge button meaningfully. But that doesn’t matter either. Why? Because I ALWAYS ALWAYS ALWAYS have aggro.
I’ve run every single dungeon and I find that I’ll have aggro in 90% of encounters. You can only dodge so much before autoattacks do you in.
So 5 signet warrs / zerker wearers, what’s your secret? You always say dodge will save your life, but you only have two, and for attacks that will one shot you. What do you do when you have constant aggro like me and can only stand so many auto attacks? I can kite, but I signed up for a game with no holy trinity.
Can you be more specific? What dungeon foe has a one-shot ability that is spammed too much to be dodged?
Thank you.
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You can take your precious solution and shove it where the sun doesn’t shine.
Take a kittening hint when someone is trying to end a conversation, will you?Why do you think you get to say “my way or the high way” and then when someone else contests what you have to say you think you get to end the conversation on your terms?
That’s not how it works. Sorry.
Fellyn there’s not much point man. He’s one of those people that thinks his way is the only way and that if he can’t be good at it, surely no one else is. This whole thread is fail. I’ve never had an issue pugging with my build.
Don’t get me wrong, if you have someone underskilled running a signet build, they’re not providing support and they’re not helping control/decimate targets correctly. I can see that being a problem. I suspect that THIS is where most of the hate stems from. The thing is though, there are people that run signet builds very, very effectively. When that happens, you’ll be glad they’re in your group.
He lost the argument so he’s turning tale and running now. No one is ever going to convince me it’s okay to kick some one from a pug group based on their build alone before they’re even given a chance.
It’s worthwhile to mention as well that there can be absolutely terrible players using “good” builds. I’ve seen more of those than I care to think about. These ones fall into the elitist kitten category, too.
I was tired writing to dim-witted trolls 2 am in the morning.I had no further desire than to go to sleep.So keep making assumptions on your own.
I keep asking you clowns to quote things to prove what you say, yet no such things happen.I asked Shadowfist to quote some stuff like nonsense and hypocrisy, no reply.
Now I ask you fellyn to quote when and how I lost the argument.If you can’t prove it(hell if I know how that will happen) then what both of you are doing is just pointless mouth gymnastics.I didn’t end the conversation on my terms.Did you even have a proper conversation in your life to begin with?What I tried was to find a middle ground where both options are there and viable, yet you go on ahead like a little child to still stomp your foot and scream that yours’ is better.Really?
Both of you continue to derive things from what I said that aren’t there.Honestly, can you read properly, or are you that focused on looking like trolls? “OMG he’s not doing it that way, it totally means he’s doing it this other way!!” as if there aren’t many other options.Such misconceptions are…mature….
You lost the conversation when you tried to convince the <1% of game population who even visits this forum, that Signet Builds are useless in dungeons, and that you were doing the game a “favor” by doing this. I. e. when you set foot in this thread.
Just accept the fact that while Signet Builds may or may not be sub-par, they are NOT useless in dungeons. I have 500h logged on my warrior, 20p in Hobby Dungeon explorer, both full exotic tank / DPS set, and have tried any build you can imagine in dungeons.
The skill of the player will make 10x more difference in terms of damage and survivability than what utility skills you put on your bar. Accept this fact please.
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The meter is bugged. You will get 5 points after you complete a set amount of dungeons. The amount increases every time you gain another 5 points. I dont know the exact amount of dungeons you need to do. For example;
5 dungeons after Dungeon Master = 5 points.
10 dungeons after Dungeon Master = another 5 points
20 dungeons after Dungeon Master = another 5 points
Number entirely made up.
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No, you claimed I didn’t do dungeons for fun.
I do dungeons for fun.
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It’s not that killing trash mobs is fun, exactly, it’s just that killing them is better than the alternative for some people. Skipping enemies that are directly in your path is a pretty big immersion breaker, and it kills what little is left of the ‘roleplaying’ aspect of the game. Skipping them means admitting you’re not playing for fun, and that playing (at least in that specific instance) is a chore.
So when people were shooting for UW / DoA / FoW records and were spending more money in a night on consumables than your average GW1 player would see in their entire career, they were playing for what, exactly? I mean they sure as hell weren’t playing for the rewards at the end.
I think people like you just have to admit that fun is subjective.
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Lately it’s been difficult finding groups that actually want to run a full dungeon. Most of the time, groups are just skipping content or utilizing cheap tactics (such as stacking on each other to prevent damage). I’m aware that we should be reporting things like the stacking etc. but as for skipping content downright, isn’t there a way to prevent this?
I can’t ever seem to find groups that want to actually play out the dungeon in full, and it’s aggravating. It’s always the easy paths + skip and repeat for daily. Granted it saves time, but it also diminishes the value of tokens and loot. There has to be something you guys can do to break this conventional wisdom.
It’s even more frustrating because people are sticking to this mindset and now it’s even more difficult to get a group going for the harder and longer paths. If people can’t skip enough or if it isn’t short enough, then it’s not worth people’s time. . .what a terrible system for dungeons.
I agree, OP. I find the people who demand to skip trash really obnoxious and I think it’s ruining the dungeon experience as a whole. I really like the dungeons in the game, and I have since the start, but the skipping of trash just reduces the dungeon to a speed run token grind, and that’s just a drag.
I also just don’t understand why the designers have done this, as in some cases, there is ALREADY a mechanism in the dungeon which would prevent some trash from being skipped. For example, at the beginning of Twilight Arbor, there are four mobs before the first boss (the flower plant whatever it is boss). There is a vine doorway there which blocks progress if you haven’t activated the NPC at the start. Why not just have this NPC do this after these mobs are defeated? I simply can’t understand it.
I’d really love to hear some comment from the dungeon designers on their philosophy regarding this part of the design, because it seems like it’s really working against the intended experience and breeding a culture of speedruns.
(note: turning off leashing of course would be another more standard way of doing this)
I honestly don’t get it.
Can someone explain to me WHAT is so fun about killing trash mobs? I just don’t understand the fascination about it.
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Wow, you are the worst hypocrite ever. You blatantly insult the OP for no reason at all, using arguments that are completely irrelevant, and then you have the audacity to report people for retorting on you? I’m not gonna report your posts (although I bet you will report this one), so that people, including yourself, can actually see how poor your arguments are. You come onto a thread with the sole reason of shooting the OP down, and then you claim people like us are the reason why gaming communities deteriorate.
Wow. Just wow.
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Not sure why people are complaining about skipping stuff here. Have you guys honestly never ran past mobs to catch a skill point / way point or w/e in Orr?
Don’t answer. I’m 100% sure everyone in this game has. But then again people tend to become hypocrites when people accomplish something they are not capable / willing to accomplish themselves.
To OP: Nice work. It has been done multiple times (and faster) before, but I agree, with the current state of dungeons it’s much more exciting to reduce your party size and try to shoot for some good times, just like what people did in GW1.
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Hey,
- Make all Eternal ways with 4 ppl onlyHow would you do Citadel of Flames path 3 with 4 people?
Jump past the torches?
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What repairs?
You say it yourself, you earn 3-4g an hour doing a lame farm. ~50s for a dungeon, and most dungeons take what? 15min? That’s 2g an hour + the tokens.
You can’t win this one.
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And this is why Arena Net should have went with the GW1 style of Elite Skills, at least in PvE. Having a 2-3min cool down on your bar is NOT the definition of active combat…
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Not sure about this but Guild Wars has traditionally had a larger player base in Europe than in NA, which would explain why they have the highest activity at that time (some NA have already gotten home at this time of day also).
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But for the the most part buying armor with gold is a terrible idea. If you’re not interested in saving karma for a legendary then using karma to buy gear in Orr is much better, and it covers a wider range of stats. Explorable mode dungeons is probably the best way to obtain armor. Buying armor with gold (crafted armor) is pointless as it’s overpriced, and doesn’t even cover all the different stat combinations possible. Half my P/V/T light gear came from Orr karma gear, the other half from AC explorable.
Farming gold at a rate of 3-4 per hour (Lyssa meta event) means you can buy 1-2 exotic pieces an hour. I’d like you get 300-500 dungeon tokens per hour.
Exactly. Doing explorable dungeons is probably the worst way to obtain armor. It’s only good for skins.
Implying you don’t make any money from doing dungeons?
Exactly. Doing what you want is probably the best way to obtain armor.
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Because the animation is fricking awesome man! You can really tell your character just wants to slice and dice whoever he / she is attacking.
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Many, if not most paths can be completed in well under 30 minutes provided you have a somewhat competent team.
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Can I just point out what a lot of people seem to be missing here, dungeons are TEAM content, so whatever build you have is useless unless it fits in with the team and the dungeon, I prefer the healing shouts/soldier runes/hammer build because i love the control and protection and support it gives the team, which is great in certain dungeons and especially (common one this) when people struggle to remove enough conditions. Damage isn’t great but thats not the point.
If you have a crit build that provides enough survivability then fair enough but please remember the rest of your team, frankly the people defending signet build have used the word ‘I’ way too much, fantastic if you can keep up constant fury etc but I value being able to help my team more, If your team already has enough utility to cover you then go for it. Either way its about what the Team needs, not you.
They are simply Different builds with Diffferent purposes, not better ones.
(also to those who say haha my signet build lasted longer than the other warrior, you are missing the point, my cond. removal/control build means we both stay alive)
It’s funny that you think people in pug groups care about what anyone else in the group using. Which is what the OP is complaining about.
The solution as I already pointed out is to just not pug. Form your own coordinated groups. Problem solved.
Complaining on the forums about the “problem” is just an enormous waste of time because the people here probably already know the downsides to the build.
Which is exactly my point, if people in pugs dont care about anyone else then you are pretty much guaranteed to end up with glass cannon style builds all round, so if I come in with my support build then its only going to do some good. In fact I played AC last night and noone else seemed to have ANY form of condition removal on them, it was strange considering they must know about the 2 min posions and the necros stacking 6 conditions…
Anyway, Im not having a go at the OP, just the people defending their amazing signet builds when rarely do their arguments mention any bonus to the team, in fact there was one argument there saying why should they use FGJ when they can gain more dps using the signet, I just didn’t realise people were so narrow minded.
My guild hates AC, but I’m in a place with crappy net so AC is one of the few dungeons I can actually run, doesn’t require great reactions like CoE, so I often have to pug. And its fine having good dps along, makes it run faster, you just need to make sure the support is there too, and as I said most people go dps so I go support, all works out fine.
Are you saying signet builds don’t have any condition removal? ;P
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I play PVE only, and tried greatsword for awhile. 100 Blade is the only ability I found to have any use for me… and half the time it was interrupted by knockdowns or such. 100 Blade is probably the only thing making greatsword worthwhile, take it away and watch everyone switch. Myself, I switched back to double swords and condition gear. Probably not ideal, but working best for my playstle so far.
This is a common misconception. Auto attack swings do more dmg than HB. It just doesnt seem that way because you dont see the numbers crammed together. With the right spec you CAN ignore HB all together.
Mechanics people, learn them!
This is wrong for so many reasons >.<.
I’m just gonna redirect you to the “right spec” that you seem to be so fond of. Read what some of the traits do, then evaluate the skills again (mostly in terms of attacks per second).
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I obviously can’t convince you. Remember though that if you don’t change your attitude you will never be a part of the large player base that actually don’t have any trouble with these dungeon mechanics.
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Sorry, I was a bit unclear. The thief stealths himself when he reaches 25%(?) HP.
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Yes, he resets quite often and has been doing so for quite a while. Some common things to check for is if a thief in your party has the trait that automatically stealths you at a specific % of HP. This one has cause a reset many times for me.
If he is however, resetting more than usual as you seem to indicate, then that’s a huge problem. Arah really doesn’t need more bugs than what it already has >.<
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I can see your arguments as to why you want to change these encounters. The problem is however, that you are essentially complaining about the core combat mechanics of GW2. While in other MMO’s you might read a guide, watch videos, learn how a boss telegraphs his abilities, and then make sure you are prepared for the boss accordingly, that is, to a greater extent, not the case in GW2. You have the dodge mechanic for a reason. You are expected, especially as you go higher up in the dungeon tiers, to be able to play a lot more reactively instead of proactively.
Take for example Lupicus in Arah. While the general outburst on the forum towards him has died off a bit, you can still see threads pop up weekly about how hard he is. If you read these threads, you will see that most of these posts stems from the fact that the OP cannot dodge the green bolts which have no telegraphing at all, not the red circles or the shadowstepping.
In the end it’s an attitude change towards MMO combat that you have to make (I had to make this change myself, as have many others, if not everyone who does GW2 dungeons).
I understand what you’re saying, but I disagree with a fundamental part of it. MMO players deal with some degree of lag. When there is significant lag, twitch-based gaming reflexes are impossible to execute. Therefore, MMO encounters cannot be tuned for twitch the same way a standalone console or PC FPS game might be.
In MMO group content, a one-shot attack must have a highly visible telegraph, and it must provide adequate reaction time for players to plan and execute their response given the natural delay time of typical MMO lag.
Again, Lt. Kohler and the Scavenger Gravelings are prime examples of two mob types that are overtuned in this regard, with tells that are too easily obscured (too small and hard to see on the gravelings, and if Kohlers arm is in a wall), and with not enough time between the tell and the initiation of the one-shot.
And I’m not complaining. The OP is only saying:here is the primary tuning issue, and here are examples of well-tuned bosses versus some examples of bosses that exemplify the tuning issue.
But you are forgetting that multitudes of people are not experiencing the same problems as you are.
The Gravelings can be easily countered by dodging away as they leap for you. You know when they will leap by how their front starts “glowing”. If you do get knocked down a lot, have a member of your party pop aegis right before you enter the battle, or have someone utilize a group wide stability ability that lets you get back on your feet should you get knocked down. Remember to move away from them as well, as they will continue to channel their ability, sort of like Hundred Blades.
I do not in any way agree that Lt. Kohler is a hard or cheap boss. After the first few runs I never have a problem dodging his pull which has a very clear telegraph. I’m sorry but as I said, there are multitudes of players who are facing these mechanics and blaze through them by utilizing their dodge and the proper spells. If you can’t then you clearly have a L2P issue (don’t take this as an offense).
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Huh this dungeon is easy mode i am sure some peoples can solo it no need to boost your ego, nothing special.
Oh and atleast OP did you do it without dying?
I wish they would scrap this whole mechanic of respawning in dungeon and if your party die you get wipe out.
I am 99% sure you cannot solo AC path 1 without using any exploits.
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(edited by Gab Superstar.4059)
Actually I think that was what a lot of people expected when they heard “explorable mode”. Imagine wandering around in Arah or AC, without any restrictions. There would be puzzles like;
While exploring you randomly stumble upon a boss. That boss, when killed, drops a charged core, you don’t know what to do with it first. But somewhere else in the dungeon there is a power cell in which you can place the core which would in turn open up a door to an entirely new area of the dungeon. The group would have to figure these kinds of stuff out for themselves. Of course, if you wanted to, you could go to the Acolyte of Melandru and chop down the trees that spawn during the encounter, which a huntsman could then use to build a small ladder that would let you climb that door instead. This would all be done in a non-linear way; the power cell and door might very well be placed somewhere at the start of dungeon, and of course this door wouldn’t be the only way to progress in the dungeons.
Instead of the crappy rewards that chests have now, each chest would provide unique rewards, so that there wouldn’t be “that one” path that is the most efficient way of farming.
Random DE’s could also occur throughout the dungeon, which would encourage you to explore every nook of it. For example the crashed aircraft in Jotun path. Why not make it a DE to defend the pilot while he / she repairs it? If you succeed, you are flown off to another part of the dungeon. If not, maybe the pilot managed to craft some sort of explosive out of the fuel which lets you blow up a wall that then takes you to another boss?
This is what I wanted from dungeons in GW2. The current linear design just gets extremely tedious after the Nth dungeon…
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I can see your arguments as to why you want to change these encounters. The problem is however, that you are essentially complaining about the core combat mechanics of GW2. While in other MMO’s you might read a guide, watch videos, learn how a boss telegraphs his abilities, and then make sure you are prepared for the boss accordingly, that is, to a greater extent, not the case in GW2. You have the dodge mechanic for a reason. You are expected, especially as you go higher up in the dungeon tiers, to be able to play a lot more reactively instead of proactively.
Take for example Lupicus in Arah. While the general outburst on the forum towards him has died off a bit, you can still see threads pop up weekly about how hard he is. If you read these threads, you will see that most of these posts stems from the fact that the OP cannot dodge the green bolts which have no telegraphing at all, not the red circles or the shadowstepping.
In the end it’s an attitude change towards MMO combat that you have to make (I had to make this change myself, as have many others, if not everyone who does GW2 dungeons).
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I think you’re overly defensive, a Hb glass spec has low survivability which in turn means you die more in dungeons where dmg isn’t everything. High damage is good but its no good if your party is carrying you through because you die non-stop
I’m fully aware of the shortcomings of this build, but my standard party composition negates these issues. Try running a zerker glass cannon with 2 guardians on your team and you’ll see my point.
I have before and I still died far too often. In Dungeons you need 1 of 2 things.
A party who’s willing to babysit you for your dps or Survivability so you can continuously benefit your team through dps/burst damage and/or tanking.
There’s a reason why glass isn’t appreciated in dungeons and ergo glass builds in dungeons is like bringing a full set of MF gear, not the best idea if you’re a team player.
Heck, I’ve been in parties where we’ve kicked the glass because they were too much of a liability.
Just because you are the type of player who likes to stack 5 support traited characters and then finish content without having to pay much attention to the actual dungeon due to your excessive amounts of boons and heals, doesn’t mean everyone likes to play that way. I’m sure you are the kind of guy who finishes paths in 30-45min then come on forums and proclaim how you “plowed” through content without any deaths running your immortal shout warrior, and believe me when I say this; all of this is complete fine with me.
It’s just that some people want to, and will, complete dungeon paths twice as fast as you because they actually think of a good team composition (where DPS is an integral part, rather than an afterthought) instead of trying to compensate for their shortcomings during the actual combat with excessive amounts of support.
Actually I play a S/P Signet Thief. I do high dps and I can tank just as well as a non-bunker guardian.
The fastest dungeon run I’ve ever done was 20 mins but hey, continue with your assumptions…by law of averages eventually you’ll get something right.
That 20 min was what path, if I may ask?
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I can accept the fact that the Charr seem to be making moves toward a more peaceful relation towards the other races, but it seems there is a large dissonance within their own about it. I can also accept the fact that there are Charr who have assimilated well into the peaceful mindset of the other races. However, don’t doubt for a second that if the peace was broken, I would be standing on the front lines, defending Ebonhawke.
It’s because of this that I feel incorporating the entire Charr race into this new peaceful faction was a huge mistake by Arena Net. I feel that a smaller faction a’la EotN would allow for a richer and more interesting lore with the race, instead of what we have now, a Flame Legion that seems awfully marginalized.
As it stands now, I think dividing the Charr race would be an event too huge to be feasible, and slaying the puny Flame Legion has already bored me out.
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I think you’re overly defensive, a Hb glass spec has low survivability which in turn means you die more in dungeons where dmg isn’t everything. High damage is good but its no good if your party is carrying you through because you die non-stop
I’m fully aware of the shortcomings of this build, but my standard party composition negates these issues. Try running a zerker glass cannon with 2 guardians on your team and you’ll see my point.
I have before and I still died far too often. In Dungeons you need 1 of 2 things.
A party who’s willing to babysit you for your dps or Survivability so you can continuously benefit your team through dps/burst damage and/or tanking.
There’s a reason why glass isn’t appreciated in dungeons and ergo glass builds in dungeons is like bringing a full set of MF gear, not the best idea if you’re a team player.
Heck, I’ve been in parties where we’ve kicked the glass because they were too much of a liability.
Just because you are the type of player who likes to stack 5 support traited characters and then finish content without having to pay much attention to the actual dungeon due to your excessive amounts of boons and heals, doesn’t mean everyone likes to play that way. I’m sure you are the kind of guy who finishes paths in 30-45min then come on forums and proclaim how you “plowed” through content without any deaths running your immortal shout warrior, and believe me when I say this; all of this is complete fine with me.
It’s just that some people want to, and will, complete dungeon paths twice as fast as you because they actually think of a good team composition (where DPS is an integral part, rather than an afterthought) instead of trying to compensate for their shortcomings during the actual combat with excessive amounts of support.
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So in reality you’re looking at Hb doing between 15-40k dmg.
And for the record Hb glass cannon is the worst build ever, if you miss that charge you die so full zerker armor on a warrior for a Hb build is just bad, especially for dungeons.
Actually it has the best damage in the game. PvP section is this way;
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God forbid we actually make money in this game by playing it!
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“Please tell me again how you do more damage with a non-crit axe and vitality/toughness….”
Ok first off, I do have crit, with traits, up to 50%. More with SoR or FGJ, all this with 1700 toughness, 26k health. I will conceed on mobs with lower health pools, I will lose out to GS serker burst, but more sustained levels of health? I refer you to the weapon guide in the sticky section.
On axes:
“Axe: The role of the axe is damage/area of effect and has the highest sustained damage available to the warrior.”On greatsword:
" Greatsword has surprisingly low sustained damage with its chain attack but makes up for it with might stacks and vulnerabilities to set up the real reason for this weapon the deadly hundred blades."Made up for with vulnerabilities, which I stack easily with cyclone axe, 33% to add, and sigil of fraility. Burst is burst, you put down high damage over short time, then in between, not much, I hit for 2k constantly, then at full adrenaline, hit evicserate.
Another part of this is my gear containing a lot of power, and axe feeds off power very well. Although I do crit a lot, I dont rely on it, and I constantly put in a high amount of damage even when not criting. All this, and not to mention a high survive rate. Earlier I cleared all 3 paths of coe with a group, some of which, even a guardian were talking about repairs at the end, of which I had none.
I do also feel that people can spec as they wish, I have no issues with greatsword warriors, maybe signet ones could hold a few more group friendly utilities, but otherwise, I am a firm beleiver in play as you wish. I run dungeons with a serker gs warrior all the time, he isnt down as much as I thought he would be, but often none the less.
Fact is, a lot of groups will be looking to a warrior in their last group slot a tank type character, when they see those 5 signets, you better be surviving or they will get kicking. If you offer a group for great justice, shake it off, a banner, on my mark or anything! While doing your damage, no one will complain.
You admit that you only do 2k damage with an 8k eviscerate crit every 10 seconds, and then you have the audacity to claim you are dealing more damage than someone specced for damage?
Wake up man…
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I don’t know why people are suggesting warrior here, there are definitely better DPS classes to choose from.
Guardians are always a welcome addition to a dungeon group however.
But as dmt said, no classes are really ‘needed’. I’d suggest going with whatever class you have the most fun with.
Where is the extensive testing data that shows this?
Thief, elementalist, and guardian would be my picks for strongest three in dungeons. I don’t really know why people love warriors so much. They are a nice profession, sure, but the three I mention all have more tricks to speed the run along.
My thief is unbelievably useful in dungeons, and thief shortbow is at least as strong a weapon as warrior greatsword. You can spam blast finishers all day, with strong AoE damage. Ele supplies a lot of combo fields and can support well, and guardians are just nice in general.
You are clearly totally unbiased seeing as you play a thief yourself.
Jesus christ can’t people actually give OP some constructive thoughts instead of biased crap?
To OP: If you want a profession that won’t ever be denied in a dungeon run, as a lot of people already said, roll a guardian. That being said, you can make a lot out of any profession. The best advice I would give you is to go with a profession you actually enjoy playing, and then find a group of players you mesh well with. Run a few dungeons and then evaluate your weak points, then try to compensate for those. Any team composition can be successful in running dungeons.
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Then why are trash mobs there? Is it supposed to be some kind of “strategy” to run through them until they reset? From what you describe Kerrigan a dungeon should just be a run from a start line to a finish line. It might be more efficient that way but is it actually fun?
It’s how it has always been since GW1, and I guess a lot of new people caught on to it after running with GW1 players. When there are no world first achievements and no gear progression the only way to tell how good someone is at doing something is how efficient they are at doing it.
The Speed Clearing community was probably the most disliked and misunderstood community in GW1, and it looks like they already are in GW2 with 20 new threads exactly like this popping up on various forums every week.
But guess what? Don’t like it? Don’t do it!
EDIT: And yes people obviously think it’s fun >.<
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Remember you always have the option to make it more difficult yourselves. Limit your party to 2-4, don’t use your exotic gear, don’t skip, run all mesmers, thieves, etc…there are plenty of ways in which the players can bring difficulty into the game. In most cases they simply choose not to b/c in all actuality they don’t really want harder content…just new content with new rewards…..or else why would they try to make everything easier on themselves by using max gear, optimal stats, maximum party members…etc?
2 players.
Still not hard.
EDIT: Btw, people don’t want dungeons to be harder because it’s more “fun”. They want them to be harder so that the gear will be more exclusive to people who can actually play.
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(edited by Gab Superstar.4059)
Yes, this is the general consensus among everyone who actually put some time into dungeons. Will it change? Probably not.
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I will never forgive the Charr. Althea? All those Ascalonians you saved from the cages that had been imprisoned for years? Throwing a little kid into an arena for fun and sports?
Disgusting, cruel creatures.
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Incisorr, the most valuable Dungeons section post of the year award goes to you. Your guide will truly be an epic inspiration to anyone who would attempt Arah.
A true hero you are. I can see it clearly in my head; the charge of the Rohirrim in LotR, except the orcs are all replaced by disgusting, spy kit wielding support-traited elementalists and guardians without a clue. I can hear your voice echo across the battlefield…
Death!
Deeeeaaaath!
… as 4800 berserker geared elementalists and 1200 guardians with a clue charge the filthy horde below. After the battle, you, Incisorr, is awarded the Nobel price in Medicine for ridding Tyria of this horrible cancer that threatened to consume us all.
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TL;DR part of this thread
If dungeon says “must be level 35 to enter” expectation is that a random group of level 35s have a reasonable chance to succeed and a member of such group would get a level-appropriate upgrade at the end of it.
TLDR of your own double posting? /facepalm.
I did every dungeon at their respective level while leveling up with my guild, and sure I had some problems, but I attribute that to the fact that it was my first time doing them. I never failed to complete these dungeons within an appropriate time (even pre-nerf TA story) except for the first time I did Simin.
Yep, loot sucks, but then again this entire game sucks when it comes to rewarding any type of skill. Legendary weapons would be the prime example of this, where you have no realistic chance of obtaining them unless you either a) play the auction house very well, b) get extremely lucky or c) do brainless farming all day every day.
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You are wrong Ivanov. Banner provides nothing. Look at your stats and then equip the skill. The stats won’t change at all I swear!
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Kaineng is currently not doing too well. Our own garrison will go down any moment now it seems.
I hope we can turn it around when more NA people come online, but then again if it’s going to look like this every day of the week I doubt we can keep the lead
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1) Yep.
2) That’s funny, because I believe not dying in the first place would allow you to avoid this. But then again you seem to believe that vitality and toughness is cruise control for surviving >.<.
3) You can’t be very happy about WoW either then. I remember several bosses very vividly where you had to run / jump around to avoid dying.
4) You seem to be lacking DPS.
5) Yep, but not for the reasons you mentioned.
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