Showing Posts For Jerus.4350:

Elixir Infused Bombs Build Rip

in Engineer

Posted by: Jerus.4350

Jerus.4350

Under the upcoming new trait system, the healing bomb engineer is no more. Unless someone found a way to turn bombs into explosions o.O.

You mean bombs into blasts, they are explosions

With Short fuse I imagine BoB will hit soon after you drop it. WIth the heals = blasts, mortar kit, FT blast, shield blast, well we’ll have a lot of blasts. We won’t be the massive regen a bombheal build is currently, but we’ll be able to burst up heals more efficiently… at least hopefully if they flesh out these traits to be powerful enough.

Singled out for Destruction RIP Turrets

in Engineer

Posted by: Jerus.4350

Jerus.4350

Turrets cannot be affected by player stats due to their status as constructs, or ‘gadgets’ (not the utility type.) It’s a technical limitation.

Everyone’s been saying this for years, but it can’t happen.

Also, I’m not alone in saying, I DO say otherwise when you claim you can play the meta turret build in an ‘active’ measure. You never have to leave the point, and your player input accounts for less than a third of your effectiveness.

Could they do it through traits though?

Idea being say new traits, Fortified Turrets is brought down to Master level competing with Experimental Turrets. All turrets have their attack speed reduced by 20%, such that you say get a Net Turret every 10s, you’d now get one every 12s.

Then Experimental Turrets will now decrease that reuse to bring it back to the current baseline, as well as giving buffs and decrease reuse on your turrets themselves.

Fortified which would now be an either/or situation, has tacked onto metal plating a “make turrets immune to condi and crits” such that you can gain the old defenses back, but at an overall loss of not only 20% attack speed on them which would hurt, but not being able to couple it with the buff trait, making it more or less like an unmodified turret build pre-nerf.

In both cases you have weaker turrets, but you could have turrets that live, or turrets that could be powerful.

Just a thought, details of course are just an example, but personally I just hate the condi change as it conflicts with so many of my PVE uses for them I think it’d be nice if I could get something to let me counter that even if it took sacrifices in other areas maintaining an overall weaker turret build for those that go full in that direction.

Mesmer or Thief for PvE?

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

Thief, better solo and more mobile. I wouldn’t consider mesmer mobile at all honestly.

Sword/Pistol on thief pistol whip spam is great defensively, toss in some blind fields potentially and yeah, lots of tools to keep yourself alive even if you have less health.

Singled out for Destruction RIP Turrets

in Engineer

Posted by: Jerus.4350

Jerus.4350

I’m just sad about the condi thing, really hurts if not kills their rare uses in PVE.

Report 2 stealers

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

You won’t get banned, you’ll get an infraction. And they’ll walk away without so much as even a slap on the wrist. great system they have set up here.

Would you play dungeons?

in Guild Wars 2 Discussion

Posted by: Jerus.4350

Jerus.4350

Arah, yes, the rest have gotten stale to me so probably stick to my current situation of rarely doing them anymore. Back when they were fun though this wasn’t the case and I’d have done them reward or not. I typically do fractals now when I play, I think that honestly answers the question well enough

New Trait System and Build Diversity

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Can someone explain why ANET said the new trait system will improve build diversity? Because from what I can tell, instead of having 5×6 traits to choose from you’ll only have 3×6 at one given time, which from a mathematical point of view means less possible combinations.
What am I missing?

More good options basically. While some stuff is lost and the total amount of combinations is less, many of the current traits are just junk, strait up. By combining many of those junk traits the new combinations become quite interesting, combine that with some new traits and the system as a whole I feel that you have more strong combinations than what we have right now.

I’m excited for it as I see a lot of good options that I didn’t have before. For instance It was not worth getting Fortified Turrets on my Engi before, now, I could very well see myself making that choice.

My choices will have both more impact and be less harmful. By that I mean my choices give me more power but I have to sacrifice less to get them.

While certainly Meta’s will develop I think the non meta options will see more benefit than the meta’s with this new system. And that’s why it gives more diversity, because the average strength of build has grown the “weak” builds will still be quite powerful.

Boon duration in HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

The current plans as we know it will certainly have adverse effects on Boon (and condi) duration. Right now we only have “Givers” stats for gear on boon duration and well, it’s terrible with 1% per piece. Bumping that to 10% would be interesting.

I am very curious on their plans, whether they intend to give us options to get it back, or if they’re purposefully putting a damper on that stuff to make it harder to maintain. Boon duration I think we’ll be fine if we more properly take advantage of said boons and the tools we have to deal with them. Condi duration I’m more worried as it’s already behind Power damage and taking potentially 30% off the top will certainly set it back a few steps.

Explorable Mode Dungeons vs a noob (myself)

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Ohh tank does have uses. It can make things much easier. For example I suggest you check out Skady’s cleric guard videos on Youtube. 3 manning fractal 40/50 and making it look easy. But, in a 5 man group you simply can go faster with full offense.

So it has it’s uses, but it’s a question of “is it worth it” and in dungeons, not really they’re easier. Fractals, well it can make things much easier, so you may deem it worthwhile. Meta focuses on speed, if you’re willing to spend another 10 mins in a fractal to make it easier, well, why the hell not?

GW2 is a bit funky in it’s removal of the trinity, doesn’t mean there isn’t power in more healing/tanky builds, but it’s more that you don’t NEED it, than it’s not useful.

[Bug] Lupicus Necrid Bolt hits in melee

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Why not make a hard mode? Hard mode will keep lupi like this and change alphard back before he was nerfed.

She. Alphard is a lady.

Do undead things really have a gender though?

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

dual-wielding having a 15% attack speed boost ( and 5% damage boost) means foregoing a lot of dps while autoing though.

And? Those buff are already in the game, what changed? Yup ok, now it’s 15% attack speed compare to the current 10% attack speed. But what is different now, that would make Axe more competitive against GS? You know what is different? GS can now have max dps AND phalanx/EA support in one build.

Not sure why there is a need for the aggressive tone of this post..

From my experience, and what I’ve heard others state, is axe auto has a higher dps than the gs auto.

evis also has much greater damage than arcing. & since we will want to be spamming the t3 version of that as much as possible, seemed like it might be better spamming evis.

but jerus helped me see the pros and cons with a much nicer manner. It goes a long way toward better discussion

Remember, some people aren’t native English speakers and tact is not necessarily the easiest thing to do in a second language Thad’s a good guy, just felt like speaking up for him because I have nothing but respect for him and all the people in this community like him, even if we’re arguing sometimes it all comes from the same place, an attempt to figure out the best way to do things.

… I guess I’m drunk and sappy right now but posting it anyways!

Explorable Mode Dungeons vs a noob (myself)

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

The majority of whining you see from the dungeon community is just request for more content, complaints over bugs, and the fact that necromancer is simply sub par in every aspect. All legitimate concerns IMO You’ll still find people avidly playing Necro for the fun of it though.

We’re often a pessimistic bunch but it’s all fun, I love this dungeon community, the gw2 community as a whole… ehh take it or leave it.

As for “copy pasting” a build, personally I initially was like “dudes tank gear has uses!” then as I played I learned the same thing as those before me… that it’s actual tactical uses were so inconsistent that they weren’t worth it. Slowly I morphed my build taking more and more damage, suddenly I found myself in a meta build and I just gave up and accepted that Meta is Meta for a reason, though there are still lots of tweaking you can do to better fit certain play styles or situations.

My point being, you’re doing exactly the right thing, keep learning and as you start to understand you’ll just naturally fall into the meta if your path is anything like mine

I really should buy an EU account next time they’re on sale just to play with all the good folks there too!

chrono

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

You’ll still want to slip in some fire field blasting for Fury though.

Does "difficult PvE" mean open world events?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Ohh I agree, there’s no need for challenge to mean raid. But, there were comments about raids which is why I responded.

I actually prefer smaller raids. I did the 50+ man raid thing. I much enjoyed the change when I went to other games where it was 8 man raids or now GW2 and 5 man dungeons/fractals. In fact it’s much easier to design content to be challenging and engaging to the individual when you have smaller numbers.

I just hope they are able to achieve those two aspects, I want some challenging content and I want a lot of engaging content. Right now we have SW which a few bosses fought melee are on the low end of engaging, fought range they are a snoozefest at best. We have fractals/dungeons that are engaging but the challenge has gone thanks to complete understanding of what is there. I hope they actually put in some stuff that can get that feeling back.

Personally I don’t view Triple Trouble as challenging as i don’t feel that “herding cats” is what makes true challenge, it’s just a required aspect of larger scale combat, there is certainly a difficulty level to it, but it’s just a matter of time till each individual understands then it’s quite easy.

Give me more Lupi’s, more Grawl Shamans, more Mai Trins, and hell even something more than that.

Duo AC P1 [5:18]

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Really 5:18 best you can do?

I joke, amazing as always you two.

Does "difficult PvE" mean open world events?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

“Raid content” has never meant difficult
The only game I’ve ever played that had any real difficult content was Wildstar
And maybe a little bit of the original Vanilla WoW on release… briefly.

I hope they really do make some tough to complete content in that it requires real skill.

There’s different elements to content.

For most raids there’s a few steps.

First is figuring out the puzzle, generally you’ll go in and just try to push through phases just for the educational benefit. Personally back when I was more hardcore in games we’d take even small groups in off hours and just try to get all the details figured out.

Next comes the cat herding, getting the entire force to understand it, this would be the biggest hurdle for GW2 because of the way it groups people together, “guys do this” “kitten you I’ll do what I want”, that’s what we get in GW2, in other games you went into these encounters with a team and everyone wanting to cooperate to win so at least that animosity wasn’t as much of an issue, though this phase often took the longest because with a lot of people there is bound to be people who just don’t get it.

Then the last is just execution. If you know what to do, have your team all prepared, can you actually pull it off?

Each has different elements and there can be difficulty in them all. There’s a reason guilds with good leaders and a force that was all likeminded typically did the best, the herding of the cats was smooth because there was no conflict. Likewise having some very savvy people in your crew could make the puzzle part go by quickly as they just instantly saw what they were supposed to do. Then execution is where many raids became favorites or hated.

There’s challenging execution, there’s punishing execution, engaging execution, and then just flat boring execution. Seen them all, personally speaking, the engaging ones were the most fun to me. Things that keep you havign to pay attention but don’t necessarily make you hate yourself for doing them. I enjoy a challenge now and then but the ones I wanted to do every day were the ones that were engaging, not so much challenging. And then Punishing were the ones that were like 45min+ encounters that if you sneezed at the wrong time you’d wipe and have to start all over that’s not fun.

So personally I see something like Lupi as perfectly designed. Once you understand him, he’s not all that challenging, however he does keep you having to pay attention and a screw up will kill you, though with a full team you can make a few mistakes and still recover without too much trouble. A nice little middle ground.

I guess this is all just rambling, but when I see people say that raids aren’t challenging I have to disagree, it all depends on perspective and the raid in question. 16 years now I’ve seen a handful of amazing raids, plenty of raids that are mediocre at best, and even more that are just /meh. But those handful… god they were awesome.

so why berserker?

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

What jack said, though the “kill things faster than they kill you” mentality only holds up in the lower level dungeons.

It’s really more that once you learn the dungeons and become experienced with the whole game and it’s concepts you learn to avoid almost all damage. And if you’re not being hit, then what do you need defensive stats for?

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

That’s the big caveat of UC, “if you can keep it up”, quite often it’s just not reasonable to even try.

And before I worry about burning uptime I think we need to see their intentions on burning a bit more fleshed out.

Good and Fair points though.

Edit: though thinking about it, I really think Honor/Rad would give UC a run for it’s money even at 100% uptime.

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

That’s the big caveat of UC, “if you can keep it up”, quite often it’s just not reasonable to even try.

And before I worry about burning uptime I think we need to see their intentions on burning a bit more fleshed out.

Good and Fair points though.

Anyone notice all the Blazblue references

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Cause only one other thing ever has had chronoblahblahblah as a super power…

Really not surprising that there is overlapping names when they just take a greek base and add it to other words.

Condi Hybrid is HoT - Literally

in Guardian

Posted by: Jerus.4350

Jerus.4350

Lets see what they do. I see what you’re both saying, looks like it could get much less useful in some situations. But, at the same time it’s becoming far more useful in any situation where there’s someone else trying to burn the enemy as well. Pros and cons, pros and cons.

Chronomancer livestream notes

in Guild Wars 2 Discussion

Posted by: Jerus.4350

Jerus.4350

Noticed on the split/shift tooltip:

The three second duration means it will be a lot harder to make massive multi-use combos off of skills than people may have believed. At the same time, it seems a lot less likely that people will target the rift created, so the counterplay may be less severe. Odd that the effect doesn’t change per illusion shattered.

Also, alacrity seems FAR less impactful than people were thinking/hoping/fearing. It looks like the full effect from the well will only save you a couple of seconds. A helpful mechanic, sure, but definitely not as end-of-the-world-y as folks here would make it sound.

3s, but increased per clone, so I’d imagine 9s max, or maybe 12 if it counts you in that as well with that trait becoming baseline? either way 9-12s seems to be a good guess on max time.

One concern with reading all that. The destroyable entry point. Sounds great for PVP, but, for PVE, a single swipe from some enemies is the same as a good bit of bursting from a player… will this skill just end up getting destroyed very quickly in PVE? Sorry, just a worrier I guess, illusions already have that big issue of being pretty impractical since they die so easily in PVE because they can’t dodge, nwo it sounds like this might have that same issue.

Snowblind elemental source strats?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I know I’ve had stacked Elementals, like 2 in the exact same spot, always figured it was just from the next wave.

Snowblind elemental source strats?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

God, let me know if you find something. I hate that fight so much. It was bearable with the destruction of the top part, now it’s just… ugh.

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I hope guardian doesn’t camp hammer. I’ll be so bored.
I really dislike the idea of camping 1 weapon most of the time.

Hammer or mace/sword could lead to some interesting play for sure.

Pretty sure GS+Mace and torch or focus for meta. 66060 dps build 66006 or 60066 for meta build.

Hammer might make a play though.

Looking at it, you should be able to maintain 18/20s of symbol coverage with 60066 GS/mace build. 100% on mace, then time it right and just have 2s in GS you will have it down and you can time it while you auto attack so the loss isn’t as big.

So while Hammer has the 100% symbol thing on them, you also have to consider the 20% decrease in GS and mace skills that are possible, meaning basically a 20% increase in effectiveness of whirling Wrath and Mace2, you’ll be able to get your 2 whirling wraths out within the 10s weapon swap and same with mace, where I believe currently there’s a small delay.

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Aye, It seems like it’ll be similar to guardian Hammer builds. Main weapon so strong that you can just take a utility setup secondary.

S/W would surely be viable for running. I could see Hammer possibly making an entrance just for the new breakbar stuff, swap CC, swap back asap. Axe or Mace + Sword for blocks. Whatever you feel you might need in addition to your combat weapon that will be GS.

chrono

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

How do you factor boon/condi duration and the profession mechanic skill though.

We only get “double stats” from the prec/toughness lines unless I’m mistaken.

So wouldn’t it currently be 700-1300? depending on how you place things. And then with that have we heard anything about the condi/boon duration coming back to us any way?

(edited by Jerus.4350)

How could Spirit Build improve in HoT

in Guardian

Posted by: Jerus.4350

Jerus.4350

Necro's losing a place with Specilizations?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Necros don’t need groups. We bust heads solo.

Except for you know, something like Lupi where you have to get carried hard now that you are expected to use projectile defense or dodge every 2s.

The Guild Wars 2 Trio ChallengeTournament!

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

That’s exactly what I was thinking with it. Looks great too, The EU is strong, that’s true. Hopefully one of these days I’ll be able to compete, until then I’ll enjoy watching

Necro's losing a place with Specilizations?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

funny to see so much negativity about necro’s while they outshine in survivability and control, i think it’s more because ppl expect a necro to do insta-kill instead of overall victory.
they are not made for zergs no, they are made to survive even the worst case scenario where others die allot faster in.
no support, what are you doing then?
i support all the time and win battles whether without one they lose big time.

the one thing ppl keep on forgetting is that the core profession will be improved after the update hits which will be before HoT, this means that they are already trying to get every class (including the necro) to the same level so every class has an equal use.

let’s first wait till they announce the necro, then you can judge.

The only thing I can agree with is the last sentence here.

Support in this game is not just through healing, a boon like regen or some minor healing is nice, but when compared to a projectile wall that negates 100% of the damage, or a well timed Aegis effectively doing the same thing, as well as blind. Or even a stability to prevent being knocked away into death. Or shared Might/fury or even high levels of Vuln. These are the major areas of support in this game, and necros lack all but mediocre Vuln.

As for survival, again, active tools is where GW2 is. While necro has Deathshroud allowing you to absorb damage better, when you compare it to extra dodges/blocks/blinds/projectile defense that negate 100% of the damage, well, it’s really nothing worth writing home about. Necro has no Vigor Trait, no Blocks, Mediocre Blinds, and no projectile defense.

Necros just don’t really fit this game very well as designed, they need access to some of these tools.

Love playing wellbomb necro in WvW, but outside of that I don’t find the profession to have any great strengths that make them stand out among the crowd, they jsut feel mediocre everywhere else to me. Cool, and I love the necromancer idea from way way back in other games, but I jsut don’t feel like necro fits in this game with how it’s currently designed.

Here’s hoping for the specialization though.

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Anyway, I just wanted to let everyone know that I’m sending my first report based on this information tonight. After I get that out, I’ll want to shift the discussion to the other four professions we haven’t reviewed much yet:

  1. Thief
  2. Warrior
  3. Engineer
  4. Ranger

Thief
I don’t have much to say about thief for PvE. Change are small and don’t screw up the meta much. Some change are a little bit annoying, but not game breaking.
- Critical Strikes Grandmaster is lacking. Hidden Killer is pretty useless since we already are near if not at 100% critical chance for a PvE Meta thief. The other options are about pistol (forget about it) and a healing trait. Nothing really appealing to the dungeon meta.
- We have SA as a good third line for better stealth (ok), we have Acro as a good third line for survival (ok), but Trickery is pretty bad as third line for dps, as it work right now. Flaking strike is a huge gamble, not sure is worth the risk since you don’t control when it gonna trigger. And any of the grandmaster trait are worth using for Dungeon meta. Essentially, we gonna take Trickery as a third line only for the grandmaster minor, which is kind of sad.

Warrior
- It’s generalize to pretty much most the lines. I can’t find a trait line where you can choice three major trait that help toward the Dungeon meta. In Strenght it’s the adept that is lacking, while master is only about GS (even if that same line give a axe grandmaster trait). In Arms the adept trait have the same problem. In discipline you have none, Destructing of the Empowered and Burst Mastery don’t work very well in Dungeons. That left us with only tactics that feel complete as you have three major that work with the Dungeon meta.
- Warrior was never a champion of diversity when it come to dungeon meta. It was always GS + Axe/Mace, but you chould choose between a full dps or phalanx build. But now? It’s gonna be one build to rule them all. And worst is the fact that GS camping will be almost our only option. Warrior already didn’t have the most entertaining rotation, now it’s will be so boring to play warrior in dungeon.

Engineer
- We can’t really give feedback since we got almost no information.

I’d still say gs + axe/mace. even with PS ( should be able to maintain might with a str sigil on the axe/mace set fairly well).

I see there being room for an axe/axe + axe/mace dps option also ( certainly true if when you have 2 wars in a pug group).

Distracting strikes + tremor could be very nice for short fights with trash mobs.

New berserkers power encouraging rather than hindering burst skill use is nice too.

Other than that I’d have to agree with the comments about lack of useful traits for pve in a few slots.

edit: engi has too many TBC to really have too much opinion on it.

With Fast hands the rotation with Axe and GS made sense, you could get 10 vuln on mace and 2X your 4 vuln on axe and swap back after 6-7s. Now you’ll have to hold on for a full 10, 5 less than a second mace4, and 2-3 less than a third axe2. I really can’t see it beating out the more consistent might production of just camping GS and the damage too I’d be curious on how it compared but I’d bet on GS camping winning out.

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Cont

Alchemy:

  • Potent Elixirs: We seem to be losing this trait. This was a situationally nice trait, not something huge but something nice. I’m wondering about how they could slip it in. My initial thought is this, Take Fast Acting Elixirs off of the HGH trait, instead put the Potent Elixirs there. Fast Acting Elixirs would be combined in with “Elixir Gun Trait” for 20% reduction in reuse on Elixir Gun and Elixirs. Alternatively they could slot Potent Elixirs in the TBD Minor? Though I have to admit I think the current GM Minor is fine as is and it doesn’t need to be re-envisioned.

Tools: Lots of TBD, overall looks fine except the speedy kit thing which is my main concern overall (aside from really hoping they don’t slaughter the usefulness of the inventions line with extended cooldowns).

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Engineer:
As Thad pointed out, we’re missing all the details, so can’t really comment too thoroughly, and the strength of many things will surely come down to the details. Combined with the OP TDB traits (:D) there is just a lot to be seen. I do have one big concern with the loss of Condi Duration on traits. That’s a huge kick in the teeth. Where are we going to get that back? Are Givers weapons going to be like 40% condi duration now? Could we get that all back somehow? It’s a real concern, especially with the kind of weird nature of Vuln. I want a Power Build but to get my Condi Duration I’ll need to choose runes that are condi focused, or gear that has tank stats.

To start though…

Speedy Kit+ Kit Refinement: Currently kit refinement triggers while out of combat, this could be potentially harmful when you’re trying to run through things and recharge your swiftness just to drop a bomb that plops you into combat. I’d ask that they make kit refinement “in combat” only, however not a huge deal you can just selectively choose your kits for swiftness, (Toolkit = superspeed, Med kit = Magnetic Aura, and Flamethrower = fire shield).

The other big issue is the global cooldown for ALL kits. This basically means you’ll get an opening one and one later down the road, it’s the big limiting factor for this trait currently and while the potential bonus is nice (ignoring agro issues) it just doesn’t have the flavor it could. What I’d recommend is raise the recharge to 30s but give each kit it’s own recharge(Could even give each a more personalized refresh as some are better/worse). This would greatly increase it’s tactical usage as it wouldn’t be “wasted” when using a kit you didn’t want the refinement on for any other purpose.

Excited about getting this trait for “free” but worried about it’s ability to actually be used.

Firearms:

  • “Crit Chance <600”: This one, while thematically correct for the “crit chance line” I think is a bit troublesome. First, it’s competing with “Precise Sights+Infused Precision” so it’s only really going to be used IFF vuln is being capped through other means (double engi group?) with that in mind I doubt our current situation of gearing with crits in mind will change with our “on crit” traits already being a large focus. Combined with the minor 10% under 50%, I just can’t help but feel that this will quickly fall into the 100%+ crit range. So, I wonder if they could hold back on the crit chance, and add something else in with it. Perhaps extra condi duration which we’ll be losing with the new trait setup. So within 600 range you’ll get 20% condi duration and say 10% crit chance? If not strait condi duration what about just Vuln/Bleeds, both thematically making sense with the idea of close range, larger wounds and easier to aim and all.
  • “Rifle/Speargun Trait”: According to Dulfy’s notes (I didn’t remember hearing it, will have to watch again later) they’re saying more crit chance. Again, we’ll run into the cap issue. Maybe nice for non assassin builds but I’d ask them to just consider the crit cap, it’s an issue we’re also seeing with Guardian. I know they want to have general focuses for each trait line but there’s a point where it’s can be overdone.
  • Robo-Legs: 25% runspeed please? Especially with the speedy kit concerns and power in the invention/alchemy line now it’d be nice to have that alternative.

Inventions: Just a comment here… looks freakin awesome! not OP awesome just like something I may potentially use outside of strict meta groups, lots of support potential. Fury from Flame Turret w/Experimental Turrets. Extra Reflects with Fortified Turrets. Heals through blasts and blasts through heals and condi removal through heals all making Med kit look like it may get more use. Very synergistic trait line.

My one concern is the cooldowns. If the “heals blast” is at 10s, very nice. 15s, ok, 20s, meh. Same with the minor condi removal. The main reason it has me excited is because I see all this synergy going very well with Med Kit possibly giving us a reason to not use Healing Turret, but if the cooldowns are so long that It’s 1 blast every 20s with med kit or 2 blasts every 20s with healing turret… well guess which one I’m going to pick? So I just hope they keep that in mind when they determine these things.

Robo-legs in firearms?

in Engineer

Posted by: Jerus.4350

Jerus.4350

^^ exactly my though. While it may make sense in tools, it seems a bit silly when you have speedy kits in there. While it doesn’t say Robo-Legs will be our 25% modifier explicitly I’m hoping that was just and oversight.

Inventions or just leave it as is and say “whatever” imo.

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Yeah, I didn’t even do the stronghold thing, just remember reading (i think it was Iris?) that LH was able to easily blind the NPCs allowing trivial kills /shrug.

I’ll try to nitpick Engi and put a list together later, but, really, you could just send them this:

Attachments:

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Might as well have my voice heard.
Ele. Air line is just horrible, bolt to the heart and fresh air both in grandmaster and no air training? Adept is completely lacking. I like my DF build ty.
Hammer is only used in dungeons where I say it works just fine. Never used in pvp so why nerf.
I can only think that anet saw IB during teq, but if you’re going to balance it around such a large target it might become even worse than flame axe.

Ahh but their new PVP mode is trivialized by LH I guess, so… you know… kitten it right?

chrono

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Wow, Jesus, you sound more of a downer than me on a mildly bad day – that’s saying a lot. Stop stealing my role, will ya? I deleted an entire wall of text of whining just so the world wouldn’t implode from our combined pessimism.
(It just annoys me when people drag out the “setting an example” card, or the “I’m telling you what x and y words mean, gonna decide for you” deck. kitten that….)

You shouldn’t think that every class specialisation will get fun mechanics like the mesmer, b.t.w… mes has always been pretty special. Keep your expectations low. No, not that low. Lower. Right-here-in-the-mock low.

P.S. How inappropriate would the Flameseeker be on a mesmer fashion-wise, from 1 to 10? I want it ç_ç

:D I’m good at pessimism, though I usually try not to show it outside of the forums.

As far as Flameseeker, it all depends on the overall style IMO. My Ele uses The Crossing with a green outfit, total “necro” look but I like it, so whatever, it all looks good together, just surprises people when fire comes out of the staff instead of marks. Not sure what I’ll use on my Mesmer, probably the guild one that looks like a tower shield… my mesmer is not your typical mesmer look either… more like Sons of Anarchy or Snake Plisskin.

Maybe Rivetwall?

Ohh, nice, yeah that probably would work perfectly.

gw2dungeons.net: General guide discussion

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

First version for combat guide: http://gw2dungeons.net/Combat

I have been bit busy so the whole thing is bit rushed. Hopefully people can verify profession specific stuff. Anyways, I will release this on reddit tomorrow for feedback and another attempt at boost lottery submissions.

Very nice.

Just 2 things I’d add being the professions I play the most.

First, for Engi you mention Elixir R, it’s nice 2 more dodges can be great(not to mention the toss). However, depending on the situation Toolkit may be a better option with the 3s block on a 20s reuse (3s block will dead with double dodge attacks for instance Lupi’s stuff, or undodgeable like say Mai Trin shot) and, prybar ain’t bad.

And, One thing I always like telling new guards which I didn’t see in either of the guides linked is the reflect rotation. Not many people seem to realize just how long you can keep it going. WoR -> at 22s reuse on WoR pop the shield -> as shield goes down you’ll have WoR coming off recharge for a pretty complete coverage for 44s (12s WoR -> 20s Shield -> 12s WoR) Just something I think is a great help knowing exactly how to time it for full coverage.

Great guide though

Robo-legs in firearms?

in Engineer

Posted by: Jerus.4350

Jerus.4350

I agree, seems more fitting, and there’s a “TBD” spot in masters it could slot into quite easily.

However, not really sure what else would go in for Firearms.

Is HoT Destroying Build Diversity?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Here’s the thing.
Is the total number of possible combination dropping? Yes.

Where all the possible combinations viable? No.

Where they easy to balance? kitten no.

What they are doing is giving us more meaningful choices, easier building for us and easier balance for them.

I don’t get why people feeaks out for loosing combinations when everyone was running with the same 10 viable ones. That’s hypocrisy. With the new system the number of viable build will most likely increase!

who says that the HoT combinations will be viable?

Logic?

Really, just look at them, lots of things are getting a lot better, especially lesser used builds.

No longer do you choose between like 30% in damage modifiers and 200+ power vs some utility trait in the 3rd/4th/5th GM spot. You can get your utility and your damage. That alone will make a lot more builds quite a bit more powerful and less looked down upon.

I’m looking forward to working with Fortified Turrets and Experiemental Turrets on my Engi. As well as Healing blast and blasting heals

chrono

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I use silly scimitar on mine, though mainly just cause I really wanted that skin reminds me of the singing sword from Who Framed Roger Rabbit. I’m still a big fan of Bonetti’s Rapier though.

And like I said I usually reserve my pessimism for the forums I don’t know, these types of places just bring it out of me.

chrono

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Wow, Jesus, you sound more of a downer than me on a mildly bad day – that’s saying a lot. Stop stealing my role, will ya? I deleted an entire wall of text of whining just so the world wouldn’t implode from our combined pessimism.
(It just annoys me when people drag out the “setting an example” card, or the “I’m telling you what x and y words mean, gonna decide for you” deck. kitten that….)

You shouldn’t think that every class specialisation will get fun mechanics like the mesmer, b.t.w… mes has always been pretty special. Keep your expectations low. No, not that low. Lower. Right-here-in-the-mock low.

P.S. How inappropriate would the Flameseeker be on a mesmer fashion-wise, from 1 to 10? I want it ç_ç

:D I’m good at pessimism, though I usually try not to show it outside of the forums.

As far as Flameseeker, it all depends on the overall style IMO. My Ele uses The Crossing with a green outfit, total “necro” look but I like it, so whatever, it all looks good together, just surprises people when fire comes out of the staff instead of marks. Not sure what I’ll use on my Mesmer, probably the guild one that looks like a tower shield… my mesmer is not your typical mesmer look either… more like Sons of Anarchy or Snake Plisskin.

Event bad idea

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

This event was a really bad idea just had someone link in my map they have 2 portals, so Anet how do you expect to get the amount in if there are people getting more than one as a drop.

What does it matter? Are you under the impression that they released a set amount of them? That would be dumb of them to do at random for the exact reason you pointed out. If someone gets 2, whatever, your chances of getting one haven’t changed assuming there is no cap on how many will be allowed in game, which logically would make sense.

Guardian Traits Lackluster

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

pay me no mind, preferred build shifts are always very interesting to me

Same here, the Theory in MMOs is often more enjoyable than playing for me (once things get stale)

PS was an interesting thing in itself. Very slow rise to use, but it was great from the start, especially paired with a Hammer Guard, that was the core of the composition of builds my old team and I used which made things silly easy (PS war/Hammer Guard/Staff Ele + 2 more).

Guardian Traits Lackluster

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

That symbolic avenger seems op, BUT some of the symbols the guardian place is pulsing which means it will interfere with ele’s fire field maybe they should clarify the mechanic of multiple fields. I don’t think it’s first in first out (the data we experimented on is pretty inconsistent). Or the meta might change to just having the warrior solo might stacking and forget about fire field hehehe.

This is kind of why we’re seeing more PSEA again, doesn’t care about field interactions.

If you’re talking about PVE stuff for dungeons and wht not, it’s also because Staff Ele is so powerful so it’s nice to take the might pressure off of them, plus PS is easier and often more consistent.

It’s changed substantially and fairly recently too, though.

Ehh, I mean it’s still pretty 50/50 on it’s use, depends on what the people like, but yes it’s seen a steady rise in use since it’s inception. Initially there was a backlash of it not being worthwhile, as warrior has gotten nerfed people have shifted their views seeing them not as a DPS profession but simply as a banner bot.

Elite specializations overshadow old ones?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

It’s called an ‘elite’ specialization, obviously it should be better than the base spec.

+1 It’s a loss-loss if it’s really equal then necro doomsday is closer than we tought if it’s not then base necro is dead.

That’s a lot of ones, where do you think their release parties are?

chrono

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

PHIW detected!

:p

And you haven’t seen other elite specialization yet. It’s still too soon to say anything.

Very true. God I hope Tempest is as fun as D/F and good enough to not make me feel like I’m a dope for not using staff.

Engineer I’m not sure if I even want a specialization, they’re amazing as is!

I’m just being a pessimistic person today

Guardian Traits Lackluster

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

That symbolic avenger seems op, BUT some of the symbols the guardian place is pulsing which means it will interfere with ele’s fire field maybe they should clarify the mechanic of multiple fields. I don’t think it’s first in first out (the data we experimented on is pretty inconsistent). Or the meta might change to just having the warrior solo might stacking and forget about fire field hehehe.

This is kind of why we’re seeing more PSEA again, doesn’t care about field interactions.

If you’re talking about PVE stuff for dungeons and wht not, it’s also because Staff Ele is so powerful so it’s nice to take the might pressure off of them, plus PS is easier and often more consistent.

Elite specializations overshadow old ones?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Ehh no use worrying, just trust that the devs will put some kind of stipulation on things to prevent it from being out of control, or at least try and keep trying till it hits the right spot or under.