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Where is promised challenging HOT content?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

^Everything is very easy when you know how to do it.

not true

He does have a point though. With time and knowledge all things become ‘easy.’ Nothing is challenging forever. Hell, I remember when I thought Factions was hard. When I thought FoW and DoA were ‘challenging.’ It really didn’t take long to learn otherwise.

It all depends on the content. I doubt Lupi will ever fall out of the realm of challenging for me because I have pretty slow reaction times for a gamer. Even when I was able to regularly solo him I’d make small mistakes and I never considered it an easy task. Of course challenge is subjective and someone like Purple Miku, Element, No Trigger, or any of those pro soloers probably found it easy long before I even got it the first time. I mean, Miku goes and has Nightmare and Hell levels for his solos where he brings in other champs just for fun.

Strategy type challenges are going to fall to easy very fast once you know how to do them as the challenge was to come up with a way to do it, once you’ve accomplished that repetition isn’t hard. Fractal 50 Jade maw comes to mind, initially you’ll be caught off guard by the adds but once you learn to LoS and use blinds, well, easymode win.

Again, different elements of challenging, if you want to make lasting content execution needs to be a focus. Though, that also pushes many players out of being able to do it.

Lilith's Fashionable Dungeon Run Challenge

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Posted by: Jerus.4350

Jerus.4350

:D that last pic made me laugh. “Ohh Shadow Behemoth!, time for a selfie!”

Overall I liked the first one better, just the little splats of red mainly.

Where is promised challenging HOT content?

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Posted by: Jerus.4350

Jerus.4350

^Everything is very easy when you know how to do it.

Nope…

See there are different aspects of challenging, you can make something’s execution challenging. I’d point to Lupi solos. I can’t do it right now, but I do understand exactly how it should be done, I just end up too slow on dodge buttons or get jumbled up and confused on my rotation of defenses leaving me attempting to use toolkit block when it’s not available and I eat a hit. It has a high level of challenge for it’s execution.

Where is promised challenging HOT content?

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Posted by: Jerus.4350

Jerus.4350

Challenging content? …..

After the NPE and its resulting portrayal of what ArenaNet feels new players are capable of, which is next to nothing, how can you have so much faith in anything “challenging”?

Have you completed Triple Trouble Wurm?

See that’s my fear, that they take the organizational challenging and ignore the execution and personal challenge aspects.

Triple Wurm is actually very easy, it’s just about getting enough bodies who understand what to do.

So the challenge there is herding cats, not anything else. I’ll admit it’s a form of challenge, but not one I’d consider fun, just frustrating. As no matter how good you are, you can only do so much and you have to watch as others kitten it up even though you told them exactly how to do it and showed them exactly where to be.

General Dungeon Discussion Thread - Part 2

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Posted by: Jerus.4350

Jerus.4350

Ok, i give, forums you win. Type a long response about how raids could be complex and actually create the content people seem to want in this game promoting defensive builds, focus on control, support at a premium all while not artificially punishing DPS or using gimmicks to just force diversity… and… forums eat it

I hate that. I try to make sure I put any long posts in my clipboard before pushing “Reply” just to prevent that :P

I don’t think I’ve ever had a short post get eaten, either >.<

I usually do as well, but yeah… alcohol…

And grats Sam, didn’t catch that, pretty cool.

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

Just gotta say one of the reasons (there were a bunch) I couldn’t get into wildstar was that overabundance of colorful shapes. Just ruins the feeling.

That said, I rage a little everytime I get hit by a Terragriff charge that’s clearly not anywhere near me but apparently is…

well you can change the colors, opacity, outline opacity, enable/disable telegraphs.

Do the enemies have well made animations such that doing that wouldn’t just be shooting myself in the foot and making people hate me for not easily stepping out of the way? But either way, yeah it’s just one of the many things that just kinda put me off the game. Not trying to say it’s bad or a bad idea, just not my cup of tea no matter how fun the content looks I couldn’t get into it (tried, did the beta thing, just ehh)

yes they have animations. but there is so much stuff going on you wont even have the time to look at the animations. thats why the telegraphs are there., to reach a level of complexitiy that no other MMO has achieved.

Aye I commend Wildstar for being the pinnacle of that type of play. I admit I’m still a guy that wants more than just the challenging gameplay. I miss the immersion MMO’s used to have, I actually miss spending 2-3 hours traveling to a different city, I miss losing my corpse and having to run naked or with old gear to go find it. So I have very conflicting desires that will probably never be satiated completely

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

My favorite of those (least favorite that is) is the Troll in SW with his 90 degree cone attack… that hits outside the orange marking…

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

Just gotta say one of the reasons (there were a bunch) I couldn’t get into wildstar was that overabundance of colorful shapes. Just ruins the feeling.

That said, I rage a little everytime I get hit by a Terragriff charge that’s clearly not anywhere near me but apparently is…

well you can change the colors, opacity, outline opacity, enable/disable telegraphs.

Do the enemies have well made animations such that doing that wouldn’t just be shooting myself in the foot and making people hate me for not easily stepping out of the way? But either way, yeah it’s just one of the many things that just kinda put me off the game. Not trying to say it’s bad or a bad idea, just not my cup of tea no matter how fun the content looks I couldn’t get into it (tried, did the beta thing, just ehh)

General Dungeon Discussion Thread - Part 2

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Jerus.4350

Will do, though getting drunk is quite nice Just got a new bottle of whiskey too!

And yeah… I know it’s dreams, but it’s more entertaining to dream of what the game could be than to play what it is.

Mai Trin rez exploit. -Fractals

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Jerus.4350

Being able to blow up the Berseker like we can makes that fight a bit dull, though with groups that can’t pull it off, yeah it’s a pretty fun fight. For the whole breakbar thing they could give him a berserker’s stance effect and have him come out of the gate with it to combat that whole “lets burn him before he does anything” situation… but I’m sure I’ll catch grief for even mentioning that kind of thing

As for Maw the adds do help a lot, but still not enough to find it interesting. LoS them, keep blinds rolling, kill, and back to sleep

General Dungeon Discussion Thread - Part 2

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Jerus.4350

Ok, i give, forums you win. Type a long response about how raids could be complex and actually create the content people seem to want in this game promoting defensive builds, focus on control, support at a premium all while not artificially punishing DPS or using gimmicks to just force diversity… and… forums eat it

Ohh well, was fun to type up. I really wish they would do raids and really build on the tools GW2 has availalbe, we’ve literally only seen the tip of the iceburg of what could be done with the systems in place.

As Nike likes to point out there’s 5 spots in a party, really limits your diversity of professions, it could be much more interesting with 10 people parties which is why I think raids could get a bit more funky without any problems. Though I’d still encourage a lot of split tactics to be used if not just forcing them to.

Medium Armor Disparity

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Posted by: Jerus.4350

Jerus.4350

I think I’d be more shocked to see a Cowboy doing Physics and using a protractor than using a bow and arrow and having a pet dog/bear/cat/whatever.

Mai Trin rez exploit. -Fractals

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Jerus.4350

Apparently you can actually block Mai shots with minions… had a guy carry me with his necro one time (same guy who usually carries me with whatever he’s playing).

I’m all for making Duo/Maw more interesting to balance things out, I’d love a less snoreworthy Maw. But I do agree it’s lame to have such a split in difficulty.

Dungeon Vendor Potions

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Jerus.4350

Agree, though little tip you can line up your windows to let you just spam clicks… manually, yeah manually spam clicks…

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

Just gotta say one of the reasons (there were a bunch) I couldn’t get into wildstar was that overabundance of colorful shapes. Just ruins the feeling.

That said, I rage a little everytime I get hit by a Terragriff charge that’s clearly not anywhere near me but apparently is…

General Dungeon Discussion Thread - Part 2

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Jerus.4350

Your elitist thoughts from Beta

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Jerus.4350

Yes I understand, I played through many popular MMOs at high level.

The difference is that in most of these mmos, combat was indeed static, while gw2 combat is balanced around being dynamic.

Edit: in your arguments against FGS you used to say that such burst trivialises combat. Don’t you think that static mobs also trivialises combat?

Take Mai Trin for example. Because of the limitation on her attack you can max melee kite her around while doing damage in melee.

If she could suddenly attack you while you do that how likely do you think it’d be that people keep the same tactic? Or would they simply kite from further away to strip stacks then do the heavy burst to phase her or even just continue kiting while pew pewing away.

I don’t think it’d make the fight more fun, it’s just make us switch tactics.

Not saying that moving + attacking isn’t something NPCs should be capable of, just saying in this example I think that limitation allows for a more entertaining encounter.

Your elitist thoughts from Beta

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Jerus.4350

Good PvE doesn’t require now, nor has it ever required in the past, good AI. The best raid bosses in the history of MMOs don’t even have what could be called AI. They just spit out their mechanics in a semi-scripted order and challenge you to deal with them or die. Better AI is what you ask for when you want PvE mobs to act like players, which really isn’t the strength of good PvE encounters in the first place.

Are you saying that the distinction, for you, is whether the enemy adapts to what the player is doing or not?

I would say good PVE design either has a really well designed script, that requires you to execute pretty well, and make you feel good when you do execute well, or having an enemy that better responds to player behaviors, or a combination of those things.

I will say GW2, in both styles is fairly lacking.

Please see this post as to why I find “make pve mobs behave like pvp players” to be a really dumb idea…

https://forum-en.gw2archive.eu/forum/game/dungeons/General-Dungeon-Discussion-Thread-Part-2/page/52#post5077603

You bring up some valid points in that post, but unless I skim-read too much I did not see anything about mobs voluntarily crippling themselves by refusing to move and attack at the same time.

This AI failure is what creates the largest imbalances between pvp and pve, fixing this would go a long way to make this game mode more interesting.

he is saying that mobs moving away from your coordinated burst, is annoying and shouldnt happen because it makes players feel crappy.

i personally think the type of coordinated super burn that players do now, should require more set up, or be available at specific times.
This may be where the break bar can come into strength in instanced content.

It’s not about making players feel crappy it’s about eliminating many options from being good at all. Why would you use Lava Font, Acid Bomb, Symbol of Wrath, Smite, Wells, or any other field damage skill if you get 1 tick then the enemy steps out?

In PVP they can be used to pressure and force position changes, but in PVE things aren’t as fluid and it’d take quite a feat of AI development to get a similar effect. I mean in PVP dropping a lava font might prompt your enemy to stop his attack to move, will we now be causing Lupi to stop his frenzied blast to get out of a Lava Font, seems quite powerful. And that’s why higher levels of AI can actually lead to an easier and more manipulative encounter than a more basic AI.

I do agree with Zelyhn in that there are mechanics that hinder PVE content based on their design. Not only the movement + attack thing, but also many abilities can be skipped through because NPCs seem to trigger their own phases instead of having them scripted to trigger even if they’re in the middle of an attack. For example Lupi phase skipping or Grawl Shaman.

That said I don’t really want a more PVP feeling PVE, I don’t really enjoy attrition based encounters. I simply don’t like how PVP is in this game. I wouldn’t mind some encounters or some enemies to fight in this style but I don’t want it to become the focus of content, just an addition.

I mean having some skirmishers coming at you unleashing a low damage but high hit count attack could be very interesting to promote the use of a lot of skills that are currently underutilized. Potentially have an enemy that does a low to medium damage warrior Axe5 taht we know we can just grab retal and let it help kill itself while we use Regen and maybe a water field (Or even potentially lifesteal through a dark field?) to recover from.

I don’t want every encounter to become this where I have to factor in X amount of damage that I WILL be taking (unless I range /cringe), I find the active attempt at perfection in a up close setting to be one of the major fun points of this game. But, the game could certainly use more variety.

reaper=no meta for necros

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Jerus.4350

I liked an option I’ve seen in old games. Attack the boss without taking out it’s minions and they all rush you.

Skip the Ascalon trash, well guess what comes at you once you reach the center room and start taking out the Siege.

I liked this option because it made a bit of a dynamic situation, you could kill everything while taking it slow. Or you could rush through and try to take everything out when it’s summoned/running to you. Or a combination of the two maybe taking out the more dangerous enemies on your way through then using the summon mechanic to pull the trash together for you to blast down quickly.

Good content design solves so many problems, I wish ANet would get a bit more creative with it. I’m sure they have the brains to get it done, it’s just a matter of time, something they don’t seem willing to put forth on such an endeavor.

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

Ehh, I’ve never really seen the frontline as that, the frontline more over applies pressure, pushing the other team around, making them move and react instead of getting open free casting from safety. If they fail to move they get caught in the hammer train and die. Of course being the front you are going to take the brunt of the attacks, but you’re not there to soak up damage as much as you are there to try and keep the pressure up and try to keep them off balance. Still a very offensive role, but instead of focusing on personal damage you take advantage of numbers, even if each person individually hits for only say 800, when you have 10+ people hitting you for that and inflicting cripples/immob/knockdowns, well you’re gonna get smashed up pretty quickly.

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

Yup, because guardian is required for content… wait, no it isn’t.

I’d go on, but really that statement proves my point just fine.

What part of blind/cc (including elementalist ice bow) did you miss. Be it a thief or elementalist instead of guardian, it’s the same concept.

As is using an earth elemental on mai trin or the golem in fractals.

I’m sorry to burst your bubble but this game is far from revolutionary. It’s a pretty looking game with a great art team and a fun combat engine, but most importantly it’s F2P.

You’ve sat for 2.5+ years with the same old dungeons with the only innovations being how to make it go faster because you’re so over them already.

Which of these took months of attempts and different configurations to figure out the encounter? Oh, right, none of them.

The closest this game ever got to that is Priestess of Dwayna, and that’s stretching it.

I’ll refer back to my other post. The only thing GW2 lacks is content. They’ve failed to take advantage of a great system.

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

Yup, because guardian is required for content… wait, no it isn’t.

I’d go on, but really that statement proves my point just fine.

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

What do you mean “Actual MMO’s”?

Other MMOs have their twitch mechanics as well, in fact many are more overbearing.

I think what GW2 did is something great, removing the trinity and creating a system where you have more options. I doubt it’ll be the last we see of it. The trinity is simply an easy way out of good synergetic design. It’s forced diversity and nothing else.

In DCUO we saw the start of this type of system thanks to the action style mechanics of blocks and counters. But, again, in that game reacting .1s too slow can end in disaster (tank dead, raid failing). Though they had trinity there the more action style with it’s more engaging play allowed you to surpass the status quo of trinity games.

But even that, in EQ we had our twitch style with having to react quickly to enemies before they unleashed devastating attacks on groups of comrades. Be it landing a CC or pulling agro, or even landing a heal right at the right time, anticipating the action and casting right at the right time. Really no different than reacting to a Lupi Kick, the difference being that often you had healers who could let you rebound as long as you didn’t flat out die, and even if you did, just res and keep going.

There’s really nothing superior about other MMOs other than the fact that they release far better and far more content to actually play. That’s really the only thing GW2 lacks.

Help- Dying a lot as an engineer in dungeon.

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Jerus.4350

Well, we’ve seen it’s not there and they make mention of an Elixir Gun trait, so I’d feel safe assuming that the combined trait at least is gone, though the cooldown traits may still exist, but EG is in Alchemy which very likely won’t be in the optimal builds though may be used at times.

General Dungeon Discussion Thread - Part 2

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Jerus.4350

Guh, I’m spreading mayo all over my keyboard and mouse.

… c:

No, not—I didn’t—
Guh x3
Ok, well, I’ll just… hide behind this napkin.

Took me 5 mins to write this in between coughing fits. Tell me, who other than me manages to get ill in may? Gonna spend 2 nightmarish days without getting any sleep <.<
/sniff

It’s usually June for me I swear i get sick every event season (for work) handling money is so dirty, there is no amount of purell in the world that will keep the sickness from getting to me. I get sick 3 times a year like clockwork, always 2-3 weeks into the event season. Other than that completely healthy outside of “I don’t feel like doing kitten today” sessions where I call into work “sick.”

Your elitist thoughts from Beta

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Posted by: Jerus.4350

Jerus.4350

I actually find the SW bosses to be pretty entertaining, I mean they’re no Lupi but they keep me busy. Problem is huge event chains to get to the things I find fun. Which goes against the casual nature of this game and the idea that I can log in play for 15-20 mins and have fun. Instead I have to map hop and go through long periods of boredom to get to the things I actually find entertaining. If that’s what the expansion has to offer… well… I’ll probably play as often as I am right now.

Help- Dying a lot as an engineer in dungeon.

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Jerus.4350

Just a note, the timings are based on Fireforged trigger, which will be going away with the new traits, so things will change.

Your best LFG reads and puglife stories

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Posted by: Jerus.4350

Jerus.4350

equip everyone of your characters with a certain sigil. problem solved.

Thought they fixed that?

Help- Dying a lot as an engineer in dungeon.

in Engineer

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Jerus.4350

If we’re talking pure efficiency here, and assuming minimal mistakes are made, 66002 is optimal because it has enough endurance regen though tool belt skills and Might stacking, Vuln stacking + damage are all parallel in your rotation.

The rotation is long but there isn’t a better rotation for PvE right now, might stacking into Vuln stacking, with Acid Bomb being the biggest DPS you can get from a single skill out of the ones worth running, hitting up to 26k on it’s own in my average groups (banners, medium high vuln stacking on a champ, nearly capped might)

Other builds don’t really compare, sadly. You can have initial burst with other utilities but then your damage is largely inconsistent and low and you’ll end up spamming grenades/bombs far more than anything else, which simply hurts my soul to see, given how active this class is capable of being.

The rotation looks very long. I wonder what rotation that you use in practice. I don’t think it’s possible to maintain such long rotation when you need to dodge a lot. Mistake is bound to happen

Personally I do the initial Barrage→Napalm→Flame Blast → Acid Bomb →Jump Shot → Blunderbuss → Freeze Grenade → Shrapnel Grenade → Flame Blast Then from there it’s back to nades and just generally hit my big hitters (Acid Bomb, Jump Shot, Flame Blast, Blunderbuss, Barrage) as they are up. I keep a general timing in my head, so yeah perfection is a rarity, but you still get a lot of use out of it. With Fireforged Trigger you’re looking at an Acid Bomb every 2.5 Shrapnel Grenades, and a Flame Blast at less than 1 shrapnel grenade but just easiest to pair them together. Blunderbuss every 2, Jump Shot about every 4(in practice it’s usually up sooner than that due to delays in shrapnels from other “big hitters”)

It does take quite a while to have this feel natural though, you can dumb down the rotation quite a bit by leaving out Flamethrower and if like the OP you’re finding yourself dying then toolkit, elixir R, or Elixir S are possible options to help you there, maybe even Bomb for blind field.

And again, perfection is a rarity, but it’s still great if you can get close.

Staff ele ideal DPS rotation?

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Posted by: Jerus.4350

Jerus.4350

Situations demand flexibility.

The reason you see a lot of groups starting their rotation before the boss spawns is because they know even with a bit of loss on Lightning Storm and potentially even missing some IB4 or Lava Font/eruption damage the things still gonna blow up. But they still try to time it such that the boss is going red when your Eruption is going off he turns red, you’re poping your IB and freezing right then, but again, if that’s off, it’s often not a big deal because they die anyways. But, even waiting for a boss you might as well toss the eruption/lava font in for extra fury/might if you have the time.

Some encounters the extra few seconds of the rotation will leave you taking some damage if you don’t have aegis or something and you want to get the IB5 off asap so skipping some stuff and getting the IB5 in can be beneficial to save your scholar buff.

Point being, the rotation given is generally what you want to do, not necessarily the only way you’re going to do it, if you notice benefits to tweaking it, just tweak it

General Dungeon Discussion Thread - Part 2

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Jerus.4350

Ok, so let’s talk about Flame Legion rune, up until now they have been considered good budget runes, but I have been thinking and watching a lot of dungeon tour/record runs recently and I would say most Ele/guard keep Scholar buff 30-60% of the times (however its very often during the initial burst) which is pretty low.

With fire changing to intensity stacking rather then duration, the Duration from Flame legion might help keep the burning uptime, also the damage from burning is very high.

Loosing the 100 ferocity will hurt but the extra burning probably cancel it out.

I think you hit the issue right, the initial bursts are key. Often you can down bosses within that initial burst. However, yes, it’s worth considering in longer fights when you do start to lose health. Personally I spend a lot of my time at 90%+ health, I’ll drop and lose the bonus, but a heal skill will boost me back up above it.

Extra 3% damage + ferocity will be noticeable in many situations, it’s just in situations where you do take some damage that it falls.

[DnT][geek][TCA][qT]Arahp2 4:51 UNRESTRICTED

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Jerus.4350

Dungeon completion is achieved when you get the end reward. Or, at least that’s what I consider as ‘completing the dungeon’.

Aye, exactly, and in this case it didn’t happen. I’d say unrestricted rules of “start upon first movement” and end “upon final cutscene” would work just fine. I think it’d be more interesting having to defeat more bosses, but realistically, that’s not a speed run, speed runs are about completing the objective (completion of content) as fast as you can(without cheating using 3rd party programs). So even having to defeat bosses falls into that area of making rules for no reason other than “to make the situation more interesting” which is the purpose of restricted runs.

Staff ele ideal DPS rotation?

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Jerus.4350

Hi, thx for the video. I don’t have any dedicated group atm. So if the fight is long, am I going to 121212 while waiting for the glyph of storm and ice bow/fgs? Is the earth skill 2 also worth the attunement switching?

Swapping attunements with staff is a tricky thing. In fact it’s the tricky thing about staff. Earth2 is pretty fast recast so you’re not really looking to regularly cast it, it’s too big of a damage loss for too long of a time. However if you find yourself wanting the other skills (like Sandstorm for instance) it’s a nice option to reuse the 2 skill. Generally you just do your initial burst of earth-air-fire like in the video then ride fire for the duration, however some skills like the chill field or sandstorm or even the rockwall can come in handy. And that’s where you get to see some more intricate attunement swapping to eat up the fire attunement recharge.

For example say you want the blind from sandstorm, you can swap earth, lay that down, drop your eruption and maybe the rockwall or even the CC, then swap Water for the Icicle (sorry I don’t remember all the names of skills), then rotate air to do some autos, and then swap fire when it’s up. Though again you’re mainly going to be just sticking to fire after the initial rotation, unless you need something from another attunement (water fields, sandstorm, chill field, etc).

Staff ele ideal DPS rotation?

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Posted by: Jerus.4350

Jerus.4350

To me it’s just that D/F is more fun. Staff has a nice initial burst that takes timing and leaves you vulnerable at times which is a concern, but once you run through your initial burst (which honestly is more than enough for many dungeon encounters) it falls into that 1212121 rotation, which is a bit boring. Staff’s simplicity is certainly over-exaggerated, but the tools you have and the rotation as a whole simply isn’t as fun as D/F to me. And, that’s especially true pugging where more and more encounters last long enough that you’re in the 121212 phase.

To me one of the big “difficulties” of staff is managing attuenement timers, such that you’re in earth to start with fire and air off cooldown to execute the burst properly. Air is great for between fights, and burning retreat can be used as well, then the whole swapping for mighting up, timers become an issue. So to me that’s the more intricate part of staff, at least as far as PUGing goes where I’m responsible for might because I can’t trust people to blast my fire field, or a warrior to be PS if we even have one.

Point being, Miku’s totally right, but I still find D/F and S+LH to be more interesting, and a pity they are so inferior in damage output, especially with the proposed trait changes.

[DnT][geek][TCA][qT]Arahp2 4:51 UNRESTRICTED

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Jerus.4350

I’m of opinion that unrestricted simply means fastest time from entering the dungeon to leaving it with no restrictions. If I can achieve that by skipping to the last boss and killing him in 2 sec, then let it be – that’s the whole point of “unrestricted”.

True, but at the very least dungeon completion should be required, no? I mean otherwise what’s the point?

Arah p3 [6:31] By Snow Crows [SC]

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Jerus.4350

Goku’s PoV is eye candy. GG SC.

And ear candy, SC has the best music.

[DnT][geek][TCA][qT]Arahp2 4:51 UNRESTRICTED

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Jerus.4350

Yeah we need to review the unrestricted ruleset as well. It simply says the final boss needs to be killed.

Im guessing noone put any effort into that ruleset when the meeting was held.

I personally want all major bosses to be killed and the path complete to trigger as the minimum for the unrestricted rules.

The “major bosses” opens up a grey area though. While I think we all agree Kholar and Cave Troll aren’t major bosses, by what definition is that true? I’d say “every boss that must be killed in restricted must be killed in unrestricted.” But, yeah, rules aren’t set that way currently.

Arah p3 [6:31] By Snow Crows [SC]

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Posted by: Jerus.4350

Jerus.4350

Very nice guys.

[DnT][geek][TCA][qT]Arahp2 4:51 UNRESTRICTED

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Jerus.4350

skip pov is up i was just there to record the warriors skip since i had no portals xd

Entertaining goating. I enjoyed it. Though I think they have a point if you don’t get final chest. Either way, that was cool

Normalising Dungeon Instances Starter

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Posted by: Jerus.4350

Jerus.4350

I agree that it is a bit silly due to the easy character-swap work-around. But, it probably still serves a small purpose, especially for new players who have not done the story mode and want to experience it without waiting in LFG forever. Or even if they ask some guildies if anyone will do the story mode with them, people will probably be more likely to join if they can bring an alt and unlock the dungeon on them.

It’s really not that big a deal. You do the story mode once on the new character, and explorable is unlocked forever.

If they want to encourage people to do story mode more, they could make the rewards better. Some tokens, maybe.

Some of the story modes are quite fun too, but the rewards are lacking. I’d love a boost to rewards to make them “worth doing”. Why not have them be done regularly?

[DnT][geek][TCA][qT]Arahp2 4:51 UNRESTRICTED

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Jerus.4350

I wanna see the skip stuff Of course unrestricted is going to be boring if you show the worst PoV.

LF help - Guardian Mai Trim

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Jerus.4350

You can easily play “blocker” and be furthest away while you let them deal with Mai trin. Using Mace/Focus with the addition of your Reteat and Virtue of Courage you have more than enough blocks.

Her pistol shot (she aims and shoots with pistol) is a teleport, it targets the furthest away. So say they all fight to the left and you stand all the way to the right you’ll be targeteted for all the pistol shots and can block them nullifying the attack.

Best tactics are either stealthing the whole team leaving a single person to strip her buff (with lightning horrick attack) or you have a blocker stand furthest away to nullify that attack. Which guardian can easily do.

Her spin attack isn’t blockable though and needs to be dodged so your team still has a decent fight ahead of them, trying to get her buff stripped and then dpsing. You can often scepter attack from far away to help with some damage but be aware of blocks and cycle to mace when able.

It’s a complex fight though and while there are optimal strategies, PUGs won’t utilize them to the fullest, so you have to adapt. I hope this little bit of info can help but as situations change with different players you have to try to maximize your effectiveness.

Reflects also work on the pistol shot but then you’re teleported to her, projectile absorbtion (shield of the avenger) works to block it, but that’s not always the best option.

Again she’s tricky.

Looking for help.

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Jerus.4350

Full dungeon tour provided you can do it quickly followed by SW chest farming. TP trades going while you do everything else.

What does SW stand for and where is it located ? also do I need to do anything special or just follow the commander ?

Also I would probably do more fractels if I had people to do it with, I’m like only level 2 and I find it quite difficult sometimes to figure out what to do once I’m inside, I hate it how Arena net barely gives any explanation once you’re inside a dungeon on what you need to do.

SW=Silverwastes, even not chest farming and actualy doing events is quite a bit of gold. Though, I find dungeons far more fun as you get more interesting encounters more often.

Fractals are the best, but just not rewarding to the point that they can compete with dungeons/SW.

Looking for help.

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Jerus.4350

AC is easiest, CoF 1 and SE1 are probably the next. After that they get a bit more advanced with SE3/CoF2/TA F/U. CM is “easy” but only with more advanced tactics.

Looking for help.

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Jerus.4350

TA has 3 paths, first you vote on either 55 or 80 lvl, that’s voting Aetherblade or the other 2, the other two are Forward and Up, so that’s the F/U. Typically PUGs will do Forward or Up(or both), Aetherblade is a bit more intricate and difficult for PUGs let alone premades (lots of gimmicks).

Engies what skill type you dont want?

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Posted by: Jerus.4350

Jerus.4350

If my personal wishes came true, make it meditations that have a couple of insta-cast charges.

sounds like mantras

I thought meditations teleport

Only Inteventions. Judges requiring an enemy target to teleport to, and Merciful Intevention requiring an ally near your desired location. Smite Conditions doesn’t, Litany of Wrath doesn’t. Focused Renewal doesn’t, Contemplation of Purity doesn’t.

I don’t really want Minions in the sense of necro/guard minions. Even ranger minions I think would clash with turrets for overall design. However, I liked someone’s idea they posted before. Flying turrets = visual mantras. We summon them, they have multiple triggers we can use, then they disappear.

I also think Signets would just be weird in that we’d have 2 activates for any skill, seems silly when the idea of signets is that if you activate you lose the bonus, would we have split passives that get knocked out depending on toolbelt or skill bar usages? Just seems a bit funky, wouldn’t hate it, but just seems wrong.

Shouts/Traps/Wells are off the table I believe.

Tricks also seem too close to gadgets.

I would not mind Deception to get a little bit of mobility additions. I’d love another smoke field, a teleport, or even something creative like a temporary visual clone that does nothing but distract the enemy (so not really an illusion, just a dummy for them to attack while you slip off). I think this type of play would synergize well with Engi’s fast play style.

(edited by Jerus.4350)

Stop Saying "META"

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Posted by: Jerus.4350

Jerus.4350

meta world peace

HAHA thanks

Agony Infusions

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Posted by: Jerus.4350

Jerus.4350

Hmm So you can put +5 versatile and a +10 in an infused ring? god, why did I spend so much? lol oops.

ouch

:D ohh well! at least I know now. I really should have asked, but I relied on my misinterpretations from the wiki.

Thanks Enko

Agony Infusions

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Jerus.4350

Hmm So you can put +5 versatile and a +10 in an infused ring? god, why did I spend so much? lol oops.

Agony Infusions

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Posted by: Jerus.4350

Jerus.4350

The upgrades that go into the Infused slot are the +1s that you can combine to make higher levels.

Naw those are the same as versatile.

You can combine those up but realistically I wouldn’t go over 10 or so.

The “defense” and “offense” slots are where you slot either WvW infusions (no AR) or things like Fine version of “Mighty Infusion” http://wiki.guildwars2.com/wiki/Mighty_Infusion

I keep a bank set with rings/back infused with 10s from the combined versions and the +5 power and +5 Vitality (10 total power and +5 vit), for a total of +15 ar on each for 45 just from those 3 slots. (then I have trinkets and neck as well for another +15 totaling +60 I can swap to any character, needing only weapons to fill the +70)

EDIT: on second thought my details may be a little off. Either way you can use the combined ones in Rings/back, but to fill both slots in them you do need the “Mighty Infusion” types.

(edited by Jerus.4350)