So I’m working on ‘Light Up the Darkness’ and am having troubles with cripple on Phase 2. Basically, even though I am cleansing it with Mantra of Resolve (3 casts) she just keeps putting it back on and basically I end up perma-crippled.
Any suggestions to mitigate this? It’s basically to the point where I don’t see the need to equip a condition-cleansing skill since she just puts them back on me.
Also, I saw one Mesmer who got the LUtD achievement while using 6 ‘Superior Runes of the Earth.’ However, looking at their stats I wasn’t too impressed – thoughts on those runes guys? (Obviously they worked for him, but I didn’t want to drop 8g on them until I got some feedback first).
Did you try my build? ….
I didn’t want to use the staff because, I tried it and the Orbs would become obstructed. I don’t like taking that chance. Obviously, whatever works for you, works. This is what I did, and I was able to get her fight down to a science. I was able to consistently get her to phase 2 within 20 seconds. Phase 2 broke down quickly after that with all the second chances my build provides.
1. yep
2. yep
3. yep
good luck
I am the Batman.
I mostly wanted to use Mirror because it has a lower cool down, but still decent healing.
Edit: Also the Inscriptions are good for the Distortion they give, serves two purposes.
Hey guys,
I just wanted to share the build I used to defeat Liadri in case anyone is having a rough time. Obviously, this build will not make you win, but if you are struggling, it may be worth it to look at.
20 in Domination using Traits Empowered Illusions (III) because you need to pack a punch and Signet Mastery (VI) for reasons which will be obvious later.
20 in Dueling using Traits Far-Reaching Manipulations (I) for those moments when you can’t dodge or use a signet and Blurred Inscriptions (VIII) for those moments when you can’t quite dodge or roll because it will give you one second of distortion upon activating any signet.
20 in Chaos using Traits Master of Manipulation (III) for quicker Blink CD and Cleansing Inscriptions (IX) to help get rid of the cripple she puts on you.
10 in Inspiration using the Trait Mender’s Purity to also help get rid of the cripple she gives you.
I used Mirror, Signet of Midnight, Signet of Inspiration, Blink and Mass Invisibility for what I hope will be obvious reasons. Try to hot-key all of your utility skills as well as your heal. It is important to note that the AoE’s follow a strict timing schedule. It is 3 seconds before they are cast and 4 seconds before they fall.
I had Full Zerker gear using a GS and Sword/Focus combo. In Phase 1, use the sword to destroy the orbs. You also may want to have the sword for Blurred Frenzy. The Focus you will use for two reasons, you want to cast an Illusionary Warden on her at the beginning of the fight to block her projectiles which can make it very hard for you. The Focus is also good for pulling the Visions into the light maelstroms. Also, speed is pretty important. The pattern for where the AoE’s drop never changes from fight to fight. Neither does the spawning of the Visions, so try and memorize where they spawn. What is random, however, are the Orbs that will pull you across the room. Try and deal with them as intelligently and as quickly as you can.
For the Second Phase, use the GS. You want to make sure you get a lead on her running clockwise (or counter, your choice) around the room, make sure you are consistently making it to the next safe zone before the AoE falls. If not, stop attacking her and run forward. Try not to waste your Signets or Blinks unless you can’t dodge. Try and cast Phantasmal Berserker and Mirror Blade far enough apart from each other and immediately after the AoE to keep her occupied most of the fight. Use your push move when you absolutely have to, but try to save it for when you need to destroy an orb, it is easier to destroy them with that than to change targets in the middle of the fight. Also, you may be tempted to change to your sword for Blurred Frenzy, don’t. Using Blurred Frenzy stops your character making your progress around the room stop as well as leaving you open to Visions hitting you upon completion. Not to mention, you will have to wait the amount of time it takes before switching back to GS.
Oh yeah, and she has a move that will make all of your skills go into recharge continuously, just wait for the AoE and dodge. Dodging gets rid of it. Make sure you get the Buff from the Hoelbrak chick.
Good luck! I hope you guys find this helpful! Oh, and another thing, try and always use the same arena. There are slight variations in positioning in the arenas. Try and memorize one arena.
Edit: Grammar and added what Blurred Inscriptions does.
(edited by Goose.5196)
Just stay a little bit removed from the wall. You might be hugging it to hard…. errrr I mean GOD L2P, STOP ASKING FOR HANDOUTS, I WANT TO FEEL SPECIAL! I hope that hint helps…. I mean I HOPE YOU NEVER DO IT CUZ I WANT TO FEEL GOOD ABOUT MY SAD PATHETIC LIFE.
Well, I will accept Rangers are good when they get rid of the dodge bug on the Sword auto-attack.
Yeah, I am not confused one what happens. The Legendary Ooze in Arah splits before it dies, but still drops a chest. The King and Queen Champ oozes should drop chest before the combine.
I am confused… why is mesmer bad?
So, in Arah, the Legendary Ooze drops a chest and his two champs each drop chests. But the King and Queen Ooze in CoF p3 don’t drop chest before they become the Legendary Ooze… what’s the deal?
Yeah, I don’t think you see how going to a theme park and performing skilled content are completely separate endeavors. Until you can resolve this dissonance in your argument, I can’t really continue to entertain it.
Your comparison between the Queen’s Gauntlet rewards and that of a theme park is a categorical error. I understand that you may not want people to also complete the Gauntlet as you may have, but simply making people have to farm for tickets to get more tries doesn’t seem like an actual challenge. Anyone can farm the tickets, it’s the fights with the bosses that count. No one assumes you are skillful for being able to ride rides at Disney Land. So, all I am saying is to get rid of the arbitrary ticket requirement because it proves nothing. Only the fights prove anything.
Seems arbitrary to me. And the work comes from actually competing in the Gauntlet. The Boss fights aren’t easy. Why not make the entirety of the challenge be in the actual gauntlet? Seems more intelligent to me.
What is the point of needing a Gauntlet Ticket to participate in the Gauntlet? Why not just let people participate without having one? Seems arbitrary to me. I get it that they are not too hard to come upon, but requiring one seems to create an exclusionary nature to the Queen’s Jubilee. Don’t we want everyone to feel welcome ANet?
…What happens if my character is still standing in Labyrinthine Cliffs when the update comes? O.O
Okay…. why did Arena Net take out collision detection for the Crow’s Nest? Literally makes zero sense… this is something I really badly wanted to do… and I know people have done it in the past. The last patch removed it….
I will try this tonight, i am able to get to the foot of the tower with only one air blast jump…
The title, has anyone gotten to the Crow’s Nest on top of the Zephyrite Ship? I really want to do this… but it would help if I knew someone else has done it before. Anyone done it? Screen shots or it didn’t happen.
GUYS! Guys! I got it. Turn Moa Morph into a Signet. Signet of the Moa? Passive effect: 25% movement speed / Active effect: turns people into a Moa for however long. My work is done here. I will be browsing some other threads if you need me.
Hey,
First of all, let me apologize for posting this thread twice. I previously posted it in Mesmer, but some of my guildmates told me I should have posted it here. I don’t really know how to contact the forum people to have it moved… so I decided to post it again here. Please have mercy on my ignorant soul.
Anyhow, Illusion of Life, the Mesmer skill that allows for rezzing people in the heat of battle, is currently bugged. It has been for a while. Let me explain how the skill used to work, and then I will explain how it works now.
In the Past:
I would see an ally go down at the foot of an enemy we have almost killed. I throw Illusion of Life under him giving him the boon of Illusion of Vengeance. For a short amount of time, he is able to keep fighting. If within that short time, he kills an enemy, he rallies 100% of the time. If he does not kill an enemy and does not die while in Illusion of Vengeance, he will go back to the downed state he was previously in.
In the Now:
A couple times in parties, my party mates have been downed within a sliver of health of the boss we are fighting. The two instances where I tested it on two people at the same time were the Icebrood Wolf at the beginning of CoE and the Crab closer to the end of Path 3 of CoE. Both party mates went to downed at the exact same time. I put Illusion of Life under both of them at the exact same time. And they got up with Illusion of Vengeance going at the same time. This is where the bug comes in though. Within 2 – 3 Seconds after I get them up, we kill the Bosses and they immediately go back to downed. It is as soon as the boss dies too. And they definitely contributed hits to the boss to get him to die after they were given Illusion of Vengeance. The duration of their Illusion of Vengeance had not run out, and they did not die again due to some insta-kill.
Instead of rallying, they simple went back to down state, which makes the use of this skill only good as a delaying tactic. If someone went down, I could throw it on them so they could run as far from the battle to rez themselves after the duration runs out and they go back down. I really hope this isn’t working as intended. I do hope this is a bug and not some kind of balance thing. Please let me know so I can stop wondering… Thank you!
Well, let me give you guys the scenario that I tested it in last night. Two people went down around the Champion Icebrood Wolf in the beginning of CoE after he did his two no-tell-insta-down moves. I used IoL on them because we were within a sliver of killing him and I wanted to test it one last time. They both got up with IoV going. I watched both of their durations on the IoV to make sure they didn’t go down because of time. They both went down at exactly the same time as the Wolf died, and the Champ Wolf definitely did not use his not-tell-insta-down moves to kill them. The time on their IoL didn’t run out, I watched. So it seems to me that IoL credited that they got a kill, but didn’t let them rally off of it. Because they went back down before the duration ran out on IoL. Seems like proof to me that there is something awry.
Hey guys,
So, I may be one of the rare few who typically bring Illusion of Life along with me into dungeons. It is a great lifesaver in moments in which the team almost fails. Anyhow, the way I remember it working before they “patched it” a while back was that when you cast it on a downed player, they would get up for a short period of time before going back to the same downed state they were in, unless they killed something or were killed of course. If they killed something within the time period they were in Illusion of Vengeance mode, they would rally and could keep fighting. It was great, and it was appropriately given a good cooldown for PvE use. I am not sure if it was changed for PvP/WvW reasons but now it works much differently.
Now, if I cast it on someone who is downed, they get up for a short time and will go back to the same downed state if they are neither killed nor kill something (which is how it used to work). However, if they kill something, they don’t rally but instead go back to downed. I am confused as to why this is how it works… Is this intended? With all the other professions who have a more direct way to AoE rally teammates, I figured this one was already indirect enough to not warrant further nerfing. As it is now, it is only good as a delay tactic for someone who is downed. Basically, giving them enough time to get up, run away and go back down in a safer spot…
I just want some clarification from someone that this is what they want or if it is truly bugged. Thank you for any kind of response.
7/10 for Iverna, cultural references are always appreciated and 8/10 for Maedhbh.
My warrior’s name is Sosondowah, I picked the White Stag story and was born at Dawn. See why here: http://en.wikipedia.org/wiki/Sosondowah
And I named my Female Thief Erlkonigin – meaning the “Elf Queen” and more specifically the female version of this German Folklore: http://en.wikipedia.org/wiki/Erlkonig
Okay, here we go. Last time on Hypothetical Dungeon Theater, our uncommon party defeated the Boss Example 1, now they have moved on to Boss Example 2.
The Ranger is still geared toward Condition Damage and has Trap Potency going. During this boss fight, he decides to use a Sword and Dagger. He will need to stay in close because of how the Boss’ health regains depending on distance from him. With Serpent’s Strike and Stalker’s Strike, he will be able to evade moves from the Boss at the right time as to not add stacks of health regeneration by being hit by the Boss. Condition damage will also be important because in the brief windows during which the Boss has been CC’d in some manner, he will be able to give him conditions that will continue to do damage after he recovers from the CC. Direct damage will not affect the Boss unless he is CC’d, so going with conditions will help both mitigate the health regeneration the Boss gains, but also will be more effective way of killing him. He decides to bring Viper’s Nest and Flame Trap to add powerful condition damage at the right time.
The Engineer decides to go with his Flamethrower, since he is a condition build still. He will be able to get in valuable burning duration that will last between CC intervals to help kill the boss and mitigate his regeneration. He will use Air Blast to help with CC’s (which remove one stack of regeneration per CC and allow for direct damage and conditions to be applied during the duration of the CC) when he can and use Smoke Vent to mitigate the hits the Boss actually lands, thus keeping him from gaining a stack of regeneration.
The Elementalist has decided to bring his double Daggers. He will mostly stick with his Air and Earth attunements for the various CC options contained there, but will also try to get burning in if he feels like he needs to do. He will be trying to do vast amounts of direct damage in the CC duration. Perhaps, because of this, he may want to have the Trait Grounded so he can do 20% more damage to enemies who have been Knocked Down or Stunned. Of course, Renewing Stamina would be a no brainer for a fight where getting hit means faster regeneration for the Boss.
The Necromancer has a condition build, as you remember. He decides to go with the Scepter and the Warhorn. The autoattack on the Scepter will allow him to apply a lot of conditions and the Wail of Doom will allow him to assist with CC’s when he can. Perhaps he will make very good use of Signet of Spite. Hemophilia and Lingering Curse would be wise traits to use during this Boss fight as well.
The Guardian will be switching between his Hammer and some weapon along with a Shield for the two CC options those weapons provide. He will also want to use Bane Signet, Hammer of Wisdom, Retreat!. Aegis will help the party block attacks which will not count towards Regeneration Stacks. With the Elementalist, the Guardian will be vital in allowing the party to actually do damage.
Now, I have explained how the exact same team, inside of the same dungeon, without leaving and having to change their builds significantly, is able to progress to the next Boss fight which calls for wildly different situational roles. This adds variety of gameplay. This also means that the entire dungeon you will not be using the exact same strategy, and thus will be forced to adapt with each encounter. You are still going to be fulfilling vital roles that if not done correctly will cause the party to fail. A lot of people consider roles to be jobs you will ALWAYS be doing in every encounter. I am saying that this game has made it clear they don’t want to have that. They want to have variety of combat. They also want more professions to be able to fulfill more kinds of roles (in the situational sense). Both of my examples have not used the traditional concept of a tank, someone who gathers agro and takes all the damage, DPS, random methods of doing damage without regard to how, and healer. While aspects of those elements may be apparent in each of these Boss examples, these situational roles are fundamentally different and force the team think of strategies that aren’t cookie cutter Trinity.
I think there’s a cap on speed and most class have signet for passive speed. I think thief have 5 second snare which cost 4 initiative. Warrior probably need to rotate between GS and rifle since they have long cooldown. Guardian have hammer too.
My main grip on the game isn’t about roles. My main grip on the game is certain group/class/build makeu kitten o much easier for certain encounter and situation compare to another.
I agree with you 100%, I think in order to make roles, more Professions will need be equally viable at doing certain roles. I think those should require more specialization rather than just using the right utility skills regardless of your trait specs. That way, I couldn’t bring my zerker Thief to every fight and assume that all I will need to do is change my utility skills. I am NOT saying the game is ready for my suggestion as is. They need to do a LOT of balancing and buffing.
Not to mention certain class have way better snare and mobility than other class. It is unbalance.
I do not disagree with this, and I didn’t earlier. I do think that professions need to be tweaked to a make more professions viable at these situational roles. However, what you are taking for granted is that each of the Boss fights are not inside a dungeon where the next Boss fight might take entirely different make up/design than simply 5 zerker thieves with swiftness and traps. Here, I will make a fuller example.
Here is our Example Team Makeup: Ranger, Engineer, Elementalist, Necromancer and Guardian. These are not the big three, and typically not wanted for the speed clears (except maybe the Guardian).
Boss Example 1:
Ranger decides that he is going to go down the Skirmishing Traitline and use the Trap Potency trait which will allow for his traps to recharge 20% faster and the conditions caused by them to last twice as long. Now his Spike Trap will last for 4 seconds of Cripple and will recharge in 20s. His Frost Trap will last for 10 seconds and will recharge in 24s. Since before the dungeon, he has decided it would be smarter for him to be a condition Ranger to increase the duration of his conditions (cripple and frost in particular) those traps last even longer. Giving the team even more breathing room. Since he is conditions, he picks up the Shortbow and uses the Quickshot to give swiftness for himself (can’t be avoided, but he is not a typically considered OP class) and dodge if he gets to close and uses Crippling Shot to also add to the Cripple he is doing.
The engineer will be assisting him in snaring. He too decides to go conditions and maximize his condition duration. He builds a Net Turret in the center of the circle they are kiting around to add immobilize and he is using double Pistols. He is using good timing with his Glue Shot skill, as to not double up on when the Ranger is putting down his skills. This will maximize the amount of time the Boss is crippled. He also decides to use his Trait Knee Shot to add 5 seconds of cripple every time he uses Glue Shot. He also decides to play it smart, and use Accelerant-Packed Turrets trait, this way in case the boss decides to go after his turret, he will be knocked back, adding to the distance between the Boss and the Party.
The Elementalist is using a staff, and particularly staying with the Lightning Attunement for adding swiftness with Windborne Speed. You could say that he would be better off using Earth to help trap the Boss, but the team wants to minimize the amount of time they take doing this boss, and his efforts would be better spent by doing more damage. His primary goal is to target and attack one of the two legs and doing a lot of damage. Also, this Boss has the resistance to CC, but not to conditions, and most of the snaring skills on the Staff in Lightning cause CC.
Necromancer will be much more useful for the second boss encounter with conditions, so he cannot pick up and axe and use it here. However, he can go with a Scepter and Warhorn, using skills Grasping Dead and Locust Swarm to help both teams out with snaring and swiftness. However, the other team players who are more geared toward snaring will be doing the most work (by having the developers buff both how effective a specialized player can be and how difficult bosses are if you don’t know exactly how to defeat them/not prepared for them) since he is not going to specialized for snare in this particular situation.
The Guardian will be using a staff most of the time and, sure he will use Line of Warding when he can, but he will mostly be doing damage to the leg with the Necromancer and Elementalist. He will be offering the team Swiftness with Retreat! and Symbol of Swiftness. He will need to have his Boon Duration higher than usual for both this fight, and the next.
Next time on hypothetical dungeon theater, our team of unlikable candidates take on the 2nd Boss Example…
roles actually imply there’s a different between the person in the group. Tank have to be tank because they absorb more damage. dps is dps because they do more damage. etc.
Now you said yourself all the class can do everything. So where their role coming from. All you said is make the boss fight more interesting, that’s all you said.
And both of your example implies of boss fight which everyone should have speed buff and snare and stun. Roles imply everyone should be doing something different. Your example dont’ imply that.
That being said other game have cc with longer duration. The funny thing is this game actually dont’ make you cc boss. Since most boss in this game have a buff which make them immune to cc. Other game actually make more use of cc.
What make other game more interesting more than anything is the min/maxing. This game don’t have that. Or at least try not to have that. IMO many of the dungeon content is actually not bad. The problem is many of the content is trivilize by maxing dps(aka berserker gear).
I mean I was doing an AC path 1 group. And people start complaining about how difficult the burrow part is. And one person complain he did it like 20+ times and still can’t get pass it. But in reality a berserker elementist can duo it.
I am not saying that EVERYONE will do EVERYTHING. First and foremost, Bosses will need to be increased in their difficulty (by adding more damage from their attacks rather than giving them more heatlh) to make it impossible to bring the exact same ZerkerFTW team to every battle. Second, there needs to be a clear split between how skills are effective in WvW and PvE just as there are PvP versions of PvE skills. This will allow for skills to be buffed without worry about their overpowered nature in WvW. And third, boons, conditions, cc’s, etc need to become much more effective so that they make actually be used to turn the tide of battle. However, I do think there will need to be a great deal of specialization. With my first example, I am saying that people in the group will need to be dedicated to snaring and no one else in the group at that time will be snaring. There will also need to be 2 people giving out swiftness, and no one else at that time. I am not saying everyone needs to be snaring and giving swiftness and all that. Roles will apply situationally. This is the best this game can do given the Developers’ vision and without returning to the problems of having a trinity.
I never implied that other games didn’t have CC… I was just suggesting a way to add roles without adding a Trinity… in THIS game.
I understand what you are saying, and balancing a game so that everyone’s skills are just as effective while not creating an homogenous build variety is difficult. So, I agree that they will need to buff other classes to be just as good as others at doing certain things. At the same time, the dungeon should be able to be achieved without using a profession that is typically better at doing that one thing. Making a knockdown warrior is very viable, maybe more so than other classes that do CC. One way to remedy this is if you don’t have a Warrior in the group, everyone needs to synchronize when they use the CC’s they do have. I am all for them adding skills, and they may be needed to fully achieve what I am talking about. Therefore, more professions would have more skills that would them adequately fulfill specific roles as well as some of the other professions.
Also, this idea isn’t excluding anyone. Almost every profession has some version of swiftness, CC, vigor, snare. So it isn’t about excluding professions that don’t, it’s about having professions use skills they don’t normally to create a strategy.
But the classes aren’t different in this game. Almost every profession boils down to putting on zerker gear and hammering on the DPS while dodging at the right times. There are really only two ways to play every profession with degrees of effectiveness depending on how survivable you want to be. You can either be a power/precision person or you can do conditions. Since there is a cap on the amount of conditions the team can put on an enemy, people tend to lean towards zerker/glass cannons. This idea allows for there to be a diverse gameplay experience by forcing people to change their tactics. Also, in MMO’s there is a problem of needing someone to fulfill a role and not having anyone with the right class to fulfill it. This is why ANET originally ditched the Trinity. So, I was making an idea that would appeal to their desire to end that aspect of the Trinity while returning the concepts of roles and strategy that players enjoy.
(edited by Goose.5196)
Another Example Boss Fight:
There is a Boss where his health regain is directly related to how far away you are from him. The farther away everyone is away from him, the faster he regains health. Therefore everyone is forced to stay in close. He will have moves that if they hit or are not blocked, then they will give him a small amount of health regain (similar to how frenzy stacks on the abominations from hitting people). However, this boss is highly susceptible to knockdowns and stuns. He also, only takes damage when he is stunned, dazed or knocked back. When you CC him, he loses one of his stacks of Regen. Therefore you will need to have to have a dedicated CC’r or create a system of everyone using their CC’s at the right times. They also will want to be outfitted to maximize their stun/daze/knockdown times. He attacks very fast and and does medium damage. You will want to have someone healing everyone and putting vigor and aegis on everyone.
Again, with this boss battle, there are many professions already who could help achieve these roles without making it so only one profession will be wanted for that role. I really hope you guys like this idea, and I REALLY hope a certain Dev who likes lurking in this forum likes it as well.
Tell me what you guys think…
TL;DR: just read the example boss fight to get what I mean by having a roles and strategy without using a trinity.
I have played a few MMO’s in my day, and what I think people like about the Trinity is that it allows everyone to fulfill specific roles in the battle and create strategy. Specific roles allows people to feel needed. A draw back of the Trinity was initially that when you specialized in a specific field, your gameplay was kind of set in stone unless you leveled another character to fulfill a different role. Most people, not all, dislike leveling again for a number of reasons which I don’t feel like I need to get into. MMO’s in response to this started allowing players to reset their skills and attributes to allow for a more diverse gameplay experience. Now you could fulfill as many different roles that were possible for your profession or class.
However, there is another aspect of the Trinity that bothers people. Even though it is easier to switch between tank, healer and DPS, there are still only those three. Sure, you can say that many encounters will require few different variations like maybe having the tank use interrupts or have the DPS use fire instead of lightning. At the end of the day, the core of the gameplay involves having enemies fill in around the tank, the healer keeping the tank up and having the DPS’ers down the target as fast as possible.
GW2 tried to rid us of the same old tank & spank tactics that we have come to know and be jaded by. They removed the trinity by removing healers and giving everyone healing skills. They also made a less than reliable aggro system, possibly on purpose. However, what this has turned into is a bunch of DPS’ers who need to be good at dodging and a support class like a Mesmer or a Guardian for skipping or making things faster in general. We have lost that sense of roles in this game though… and that has also made us lose our sense of strategy. While we don’t have the problem of needing to find a Tank, Healer and DPS, we still are finding that we are bringing the exact same team to every fight. The exact same tactic, again. This becomes very boring after awhile.
IDEA:
What I propose in order to bring back the sense of strategy and roles without adopting the trinity is this. There are many ways in which we could have boss encounters go down. Instead of a tank, we could use people to snare. We could also have bosses who cannot be snared, so they must be interrupted. Maybe we could have bosses who take damage through conditions until a certain point in their health at which point everyone will need to do physical damage. We could have bosses who chase a certain player who takes his weapon, and if he catches up, he does giga-damage to everyone. Let me give you an example of a boss fight which would use non typical mechanics.
Example Boss Fight:
A Boss charges in and is exponentially faster than everyone in the room. His attacks are one hit kills and dodging them will only work for so long unless you adopt a strategy such as this. There needs to be one or two people using traps, skills or spells which can snare the Boss. There are MANY professions who can achieve this such as Rangers, Thieves, Engineers, Elementalists, etc. There will also need to be another one or two people who are buffing the party with swiftness to help everyone to stay away. Since the boss is so fast, there will be no time to rez people. So, it will be imperative to adopt this strategy to stay alive. While everyone is trying to keep away, they must also be attacking either of his legs to get him to finally kneel down in pain. At that point, everyone runs up and does damage before he gets back up. When he gets back up, repeat the process on the other leg until he kneels again and you kill him.
This is just one idea for how to not use the same old Trinity tactics to save the day. Also, this allows for more professions to fulfill key roles at any given time. Rather than NEEDING an Assassin to run Perma or a needing a Monk to heal the Tank, many people can help the team significantly without ditching a feel of specialization.
Edit: misspelled a word.
(edited by Goose.5196)
I would like to add that in GW2 you have to choose between doing a lot of damage (either through Power/Prec/Crit or Condition) with little survivability to doing less damage with more survivability. In GW1, I was simply deciding HOW I wanted to do damage, not sacrificing damage for survival… I miss that aspect.
I hear you, I miss that too. You are not alone.
First four is big and short NO
Are you sarcastically saying what you think ANet will say? Or, are you literally saying that as your opinion?
I can’t agree more. I miss the complexity of GW1… :-(
Okay… I thought someone would have answered you by now without thinking you were an idiot… but that’s just how the forums are sometimes. Yeah, he has some kind of jump attack that will knock everyone back. It has happen to me once. It is NOT tied to a tooth strike and is NOT the shield coming back. I know it isn’t the shield because we all got up and started attacking him again. I think you can watch him to see if he does it, but out of running it everyday since like…. December or so, it has only happened to me once. You’re best off not worrying about it. I can’t tell you how to avoid it, because I have only had one encounter with that move.
I’ll probably get hate for this idea, but here goes :
Keep the rng in 20 and 30, but have 40+ have a chance at redeemable tokens(like fused weps) instead of a random skin.
Done.
Much better than what they have now….
It just doesn’t make sense logically. I am not going to rattle off every nerf to every profession that was made at the behest of sorrowful WvW players. Why would WvW use PvE skills when it is obviously a PvP area? PvE enemies have more health and do more damage at times than PvP/WvW players. Also, PvP/WvW players move faster than PvE NPCs. Just separate them. It can’t be that hard.
No… What I am saying is: There are versions of each PvE Skill in PvP with reduced damage or whatever for the sake of balance. Why not make versions of PvE Skills for WvW, rather than nerfing PvE skills because of their affects in WvW.
I agree 100%. I feel like they made this game so light-hearted and jokey to appeal to kids.
TL;DR: Just as there are versions of the same skills in PvE and PvP that are separate for the sake of balance, there needs to be versions of the same skills for WvW. This is so that when someone wants a nerf of skills in WvW, it will not affect those playing PvE.
It is pretty obvious that there is a difference in the effectiveness of skills in PvE and WvW. Whenever you are attacking a real player, who reacts in an unpredictable manner, rather than an NPC, skills will be more or less effective. Much to often, I have seen nerfs to PvE skills for the sake of WvW balance. Typically, this comes at the cost of the synergy and efficiency of builds I have created in PvE. I don’t participate in WvW, never want to. However, I am a little tired of having my skills be nerfed because of the woes of WvW players. I get it that Mesmers/Thieves/Elementalists may be OP in WvW, and, by all means, nerf them into the ground. Just separate those skills and traits that you nerf from the PvE ones that people who do dungeons and other PvE activities use. I shouldn’t be affected when some player goes on to the forums and makes the millionth post about how some profession beat him and how they should be nerfed if I never do WvW.
It only makes sense that if you are going to separate PvP skills and PvE skills for the sake of balance, that you would also separate WvW skills and PvE skills. Please do this.
(edited by Goose.5196)
I think you are on to something. If we take what you say about the average player who goes down having “mostly greens and a few yellows,” and for the sake of argument, let us pretend that is a real statistic (80% of those players who go down at least 0.9 times every mob encounter have a ratio of 1:5 of yellow:green gear. Regardless of level, mind you. There are two ways you can go with that data. We can blame the dungeon for not being adequately scaled to meet the needs of lower geared and leveled people, or you can look at the players. Most people that I have found who do dungeons with Exotic gear, got exotic gear first before attempting to do dungeons. These typically are players whom care very much about how well they play. These are typically “hardcore” players. Of course this is all conjecture, but the amount that someone puts care into what armor they bring into a dungeon may tell very much about the quality of their playstyle. It is a mindset of wanting to do the very best you can possibly do, rather than wanting to walk into a dungeon expect the game to carry you through. I am not saying you NEED good gear to do these dungeons, but maybe those who don’t think to outfit themselves appropriately first, aren’t good players to begin with.
Edit: forgot a word.
(edited by Goose.5196)
The way in which Super Adventure Box progresses is more engaging and interesting than the other dungeons. My friend and I were literally scouring the entirety of the first area of Zone 1 last night and then we realized “…oh yeah, we need to move forward.” Once we did, we found a way to go back to that zone through some path way that lead to the leaves we couldn’t reach. That lead to another 30 minutes until we realized that we needed to keep going. Every time we realized that though, we were wondering what new things we might find ahead. Then we got to the toad king, and that was epic, of course. BTW, those ninjas on the raft… hilariously awesome. I came out of the SAB and started jumping at things in Tyria out of habit wondering if it would lead somewhere… Please create this kind of progression in newer dungeons.
I didn’t even think of Fractals (for some odd reason) but I’d totally love to have a Legendary Imbued Shaman following me around who randomly went into his rock bubble on occasion. Or one of those Ascalonian Warriors (the female ones with the great swords who leap at you)… they are horrifically awesome.
I was in fact speaking of the one in CoE, and my guild never skips anything, cept that crab, in that dungeon. I loved that guy… he was hilarious.
??? They were actually buffed yknow
Undeads and Kraits were all buffed in February patch.
You can now see some of the undeads got some new move such as shadowstep.
Some adds summoned by bronze undead now actually have their adds explode on your face. Soloing them become much more frustrating in fact.
I am not talking about the general population of undead, I am talking about the Risen Abomination.