Showing Posts For Jerus.4350:

Why are there so Few Sheild Wielding Engis?

in Engineer

Posted by: Jerus.4350

Jerus.4350

Offense is much higher on p/p and rifle. offhand pistol has a lot of condi stuff for those builds, rifle has immob/knockback/burst. Shield can be nice for stuff, I have seen plenty, it’s just not as popular as the bit more offensive builds… I see a lot of turret engi’s using shield being more defensive letting their turrets do a lot of the work.

Fix Mossman

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Just give him 1 underwater skill “transform shark” which has Arah shark skills with like 1/3 the cooldown on the rush. Mhm, do it.

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

“I have all the characters because even with the ability to play different roles the different professions play differently, I feel like I can play dozens of different professions. "

I can agree with most of what you said but I don’t quite align with this though. The weapons feel somewhat distinct, the way the utilities work are temporary so, more or less, they all feel a part of a character, not a distinct build. Many of the traits feel too watered down but a lot of the new traits and updated traits feel nice. I hope they change all the traits to be as drastic as to feel like a large distinction…but I still think it pales in comparison to games like CoH and likely what I’ve heard GW1 is like.

“I can be the might stacking warrior, I can be the DPS warrior, I can be the Solo warrior leaving everyone in the dust and Yoloing everything.”

Well 2 of those are quite similar. I’d likely put the boon dispensing, regen/heal warrior but yeah, that requires a bit of gear swapping. There’s also the burst dps or condi-bomb dps warrior. Seems like about 3-4 warriors. I’m trying my hand at a CC heavy physical warrior but will likely wait until after some more changes to PvE CC to see if it’d be nearly as decent as in PvP.

I’d say, if stats could improve certain aspects of the game, you can make even more builds but I’d think more fundamental changes to not only make certain aspects more distinct but to also play differently too.

“to add, I did this as much as I could in my old game DCUO, hell I actually almost never played full healer for the last year or so of the game. I found a DPS heavy (60% of the “dps role” potential) that I could still solo heal any raid with, I like trying to get everything possible out of my character and living on the edge trying to do it with minimal safety nets while still feeling comfortable that I can handle it (I still often go Energy sigil here, and I still took some “unnecessary” healing there)"

Heh DCUO has nothing (but graphics) on CoH. As far as the healer in CoH, if you wanted to be a healer, you could but they just made other things you could focus on just as useful. Sure, lots of people would shout for healers for their raids, but debuffing mobs or controlling them combined either with great dps also worked…so did just tanking along with enough buffs or just using lots of bodies (pets)…basically, you could blend elements of dps (AoE, burst, damage buffs, defense debuffs, pets) with sustain (heals, defensive buffs, offensive debuffs, pets, control) to make multiple combinations of players succeed. You didn’t need to really swap to a specific set-up, you could just approach fights differently depending what your group composition was like. You could actually make a full team of blasters (pretty much all burst damage) work, you just had to coordinate bursts and rotate novas. Having a few generalized capabilities helped too.

One of my buddies was actually screwing around with a GS/Hammer PS war, since you don’t really need the axe/mace offhand (helps but vuln can be handled other ways), it was quite interesting in a few places and actually very helpful, just locking down some more nasty things. And for traits, I hear ya, some are huge, some not. Like taking invigorating precision + S/P on thief makes it so you can facetank things, pretty powerful trait there, but then a lot of traits are more minor of an effect.

And btw, what you describe in CoH was actually one of the things I loved about DCUO, we had the same (they had a quadrinity in it, and couple other SOE games). Though the main selling point was the “fighting game” style gameplay with a block/blockbreaker/interrupt rock/paper/scissors type system which much like gw2 meant a lot of added bonus just for being a good player and being able to catch those counters. (imagine taking CoH and combining it with say Tekken/SF/MK type game).

Fractal Weapon Skins

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I’m not sure if true, but I was told it was actually more common from 49 for whatever reason >.<

Mesmer DPS

in Mesmer

Posted by: Jerus.4350

Jerus.4350

I have no issues dying on my thief, I don’t know what else to say. Pistol Whip is a Blurred Frenzy on steroids, and it’s a cleave to boot unlike phantasms outside iwarden who are single target (and the dps from iwarden is pretty crappy for being a cleave phantasm, oftentimes it won’t even finish its low dps channel with any melee mobs around to quickly kill it).

The argument that mesmer DPS is low due to utility is just dumb. Thief utility is just as potent in its own way, and elementalists are the mother lode of utility while being the highest overall DPS class in the game. Hell, even warriors boast indispensable utility and yet they still outdamage a mesmer.

The fact is a mesmer only competes single target with 3 phantasms, but the class will never compete in cleave capacity.

The only times you really stack mesmers is for portal tricks to set records. In the average run the last classes you want to see more than 1 of in your group are mesmer, ranger, and ESPECIALLY necromancer (which most people don’t even want to see 1 of).

Not trying to make any kind of excuses for mesmer dps, it sucks because the mechanics are simply terrible for the way PVE is designed in this game, leading to pitiful dps even if their max potential is fine.

And still not sure why you keep comparing pistol whip, I mean if you want to go with a mroe defensive setup, yeah sword/pistol + Invigorating precision, maybe even tack in feline grace, and well, you should be a bit ashamed if you go down easy, you can literally face tank many bosses while in zerk gear

PVE (meta): Staff or Sceptre/Focus?

in Elementalist

Posted by: Jerus.4350

Jerus.4350

Nice Miku. Just to point out, you don’t have to use Flame Burst in many groups (saving a little time, small dps increase) if you already have a solid burning source (guardian).

Curious, do you have a way you like to summon late Ele’s or drop chill/water fields. IE if you have to jump to another attunment for something, what to do you on your way back to fire?

PVE (meta): Staff or Sceptre/Focus?

in Elementalist

Posted by: Jerus.4350

Jerus.4350

Aye, may be an easier rotation to pull off though? Pretty sure optimized start is Earth, get your Eruption out, which takes a while to explode, this is enough time to quickly swap Air and glyph of storms, As soon as this starts casting you swap to fire, which is where you have your +10%, you won’t have air trianing because you should likely have Arcane Lightning for the higher Ferocity when you slip in an Arcane wave onto your first Lava Font. So after you’ve cast your Lightning Storm in air you immediately swap to fire and lava font on that same spot, this allows you again to get the damage modifier on at least most of your Lightning storm ticks and your eruption as well as just enough time to have dropped that lava font for another tick of might from the eruption blast. Slip in an arcane wave for the buff, pull out your Ice Bow, likely another Ele was waiting for the deep freeze if you’re utilizing it, so generally it’s 4->3, drop it and lava font/meteor/auto attack with fire for the remainder till icebow/storm is up again.

The tough part of staff is that you do have utility in things like Water4 being a chill field, or using Earth + Greater Elemental/Sandstorm just for examples (also things like water field or immob but yeah). So weaving those in can be a bit more demanding. With Blasting staff you’ll have 1s off recharge for 11s attunement swap. Need to fill that up best you can. So say I swapped to Water for a chill/water field, I’ll drop a water2 then maybe swap Air to just auto a couple times till I have like 3s left on fire, swap Earth and Eruption, then swap fire and catch it in a lava font and get back to the standard rotation. Generally want to be in earth before fire if I can, so if I go to earth for a glyph or earth ele summon I’ll generally stick in earth to get 2 eruptions off the second being swapped to fire and blasted in a lava font.

Not sure if those are the best damage rotations, but I haven’t heard the optimized setup for when you leave the standard plan, it’s just kinda what I’ve come up with for when I do it. Try to land big hitters and try to end with eruption to grab those 3 might stacks and fury. Only really a concern for longer more dangerous fights where you have to use some unplanned utility/support tools.

EDIT: eek misread your post Yellow, yeah if you picked up Air Training as the GM slot trait, then yeah you can do everything in Air without a concern. And, worth mentioning that it may be good to have an Ele who’s starting with Bow for DF to have it out early so no eruption and all So yeah sorry

(edited by Jerus.4350)

Does Lupi Scale?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Not even gonna pretend to know it as well as either of you. For the double dodge though, do you wait till he like releases the bolts or when he hugs? I know i usually dodge back about the time his arms reach his chest. then I’ll strafe like half a second to a second, then either dodge or blink back in. So maybe I’m doing the initial dodge early? I just know if I don’t do that little half second or so strafe and get back under him too soon I often get splatted.

Mesmer DPS

in Mesmer

Posted by: Jerus.4350

Jerus.4350

What do you mean more survivability than a thief. Pistolwhip means relativelyhigh evasion uptime. If they are weaving cloak and dagger with backstab in between autoattacks, they’re constantly shedding aggro. With black powder and smoke screen you bring immense survivability to the group.

You can also stunlock dredge mobs with pistolwhip.

Thief brings utility competitive with that of mesmer. Mesmer has portal and a 6 sec reflect, thief has shadow refuge, smoke screen, black powder for melee stacks, headshot for quick defiance stack removal, blast finishers for days.

A thief using Pistolwhip will do much less damage, of course not as low as a mesmer does in a practical setting, but below what a mesmer does at full potential. And tell that stealthing dropping agro thing to Lupi when he’s all over my kitten .

Now that’s not to say thief doesn’t have plenty of tools at their disposal or that thief won’t still outdps a mesmer when using a much more defensive build like feline grace, but, just saying, a maxed out DPS thief doesn’t have the tools a maxed out mesmer does. And blasting for days will bring them down to practical mesmer dps.

[Bug] Lupicus Necrid Bolt hits in melee

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Feedback on wall is pretty easy all you hotta do is be at a specific distance(outlined by the shadow on the ground) and you look down at the ground and its done

Well don’t spread it and it’d buy at least a bit of time before pUGs learn it!, but yeah maybe not optimal, but seems like a possible “easy” fix.

completing dungeon on lvl 80 for 50?

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

is there a way I can complete a dungeon while giving the exp for my level 50? When ever I do an AC path with my 80 then switch to my 50 right when the dungeon ends all he gets is the exp but not the daily 1.5 gold

Wiat to get the daily bonus chest on the main (happens right when the boss dies usually) then swap. If you have kitten you should be fine. However some people load slowly, in this case swap before you kill the boss so you’re in there and you’ll get both, the second option though generally is considered rude unless you’re with freinds who don’t mind, in the first case ask someone to hold the cutscene btw, it’ll extend the time to swap (doesn’t finish till the cutscene does) again you’ll have to hope your group is nice, but it’s an option.

And well, those are your two options.

I did do the second one where I swap right before the boss dies but all I get is the exp and not the chest that gives the daily gold. I heard about the cutscene one but when I asked I got kicked from one group so I can’t depend on other people

Can’t be right before, you need to be IN the dungeon when he dies. And yeah, that’s the problem with attempting it when pugging, not everyone is ok with it, and well, as much as people say GW2 has a great community… that’s not always the case.

completing dungeon on lvl 80 for 50?

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

is there a way I can complete a dungeon while giving the exp for my level 50? When ever I do an AC path with my 80 then switch to my 50 right when the dungeon ends all he gets is the exp but not the daily 1.5 gold

Wiat to get the daily bonus chest on the main (happens right when the boss dies usually) then swap. If you have kitten you should be fine. However some people load slowly, in this case swap before you kill the boss so you’re in there and you’ll get both, the second option though generally is considered rude unless you’re with freinds who don’t mind, in the first case ask someone to hold the cutscene btw, it’ll extend the time to swap (doesn’t finish till the cutscene does) again you’ll have to hope your group is nice, but it’s an option.

And well, those are your two options.

Disenchanter question

in Mesmer

Posted by: Jerus.4350

Jerus.4350

To add to 3, iirc (been a little while since I’ve played mesmer) if you have 2 phants + 1 clone it’ll always replace the clone over the phantasm. Just something I thought was worthwhile to add But, yes oldest phantasm if you have 3 up, which is why say offhand sword block can be dangerous, though you can hit escape after the block and cancel the cast of the clone (another good thing to know )

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

I’m squishin’ up my baby bumble bee
Won’t my Mommy be so proud of me
I’m squishin’ up my baby bumble bee -
EW!! What a mess!!

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

That’s honestly one of the things I like about this game though. While I hear ya on being a bit “watered down” it’s nice that I can have a character and swap what I’m doing pretty easily. In other games if i chose a healer, it was a healer, a tank it was a tank, a dps it was a DPS. You could make adjustments but you were very limited. While having different armor sets be a major role would still leave that as an option it’d be at a very high cost and my inventory space would cry.

I’ve always been a more “this is my character” person, usually sticking to one main character. This is the first game where I’ve had a dozen characters I play somewhat often, but I love the fact that I can still take my Engi and adjust it to different roles when I’m digging on Engi (which is most of the time now), same with Guard. I have all the characters because even with the ability to play different roles the different professions play differently, I feel like I can play dozens of different professions.

I can be the might stacking warrior, I can be the DPS warrior, I can be the Solo warrior leaving everyone in the dust and Yoloing everything. I can be the Engi that keeps things locked in place with Immob, I can help with projectiles, I can dps with the best of them, I can stack vuln like a boss, I can pump some fury, I can go full reflects and own it, I can pump out the might, hell engi can do it all. I can go reflect mesmer, portal mesmer, dps mesmer, focus on condi clears or boon stripping. I can go general defensive guard, pugcarry guard, full dps guard, tank guard, healer guard. I can go full dps thief, I can lock things down with immob, I can go defensive, blind everything, stealth everyone through everything. And so on, and I can do this all without having to change up my gear really, I can make certain roles more potent by doing so like healer guard or tank guard, but I don’t have to, because that’s how the game is designed, I swap weapons/traits/utilities and I’m off to play differently.

It’s something I love about this game.

to add, I did this as much as I could in my old game DCUO, hell I actually almost never played full healer for the last year or so of the game. I found a DPS heavy (60% of the “dps role” potential) that I could still solo heal any raid with, I like trying to get everything possible out of my character and living on the edge trying to do it with minimal safety nets while still feeling comfortable that I can handle it (I still often go Energy sigil here, and I still took some “unnecessary” healing there)

(edited by Jerus.4350)

[qT] Sorrow's Embrace P3 3:02 min

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Approved. Please don’t beat this in like a day and make me regret being an active approver.

Don’t worry if it’s anything like last time SC will come in with a like 2:50 time and make everyone go “wtf” and end it

Really though, may suck for you approvers, but it’s great to see the active competition. Great job to both qT and IV, love watching these, both of ya’ll. Keep the competition alive!

[Bug] Lupicus Necrid Bolt hits in melee

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I’d honestly rather they remove the trait consecrated grounds than to nerf reflects. THough you’d still be able to line up a feedback on the wall at least that takes a little skill that most PUGs will lack The side bonus is this also nerfs the double wall trick… well if you see that as a bonus, kinda neat to do in casual runs with friends but I certainly wouldn’t cry at the loss of that trait.

Estimating Dps?

in Guild Wars 2 Discussion

Posted by: Jerus.4350

Jerus.4350

Aye for sure, DPS meters exist now, just saying, that I’m pretty sure how it started was the analysis and maths. DPS meters are here now though and can aid in testing.

As for kicking if you take too long on a boss… depends on who you’re with. Personally I haven’t had bad experiences like that very often, I’ve actually never been kicked (knock on wood) but I’ve seen many kicked and it does bug me a bit, though I changed my grouping habits and I almost never see it now. Though I do leave some groups sometimes when they do silly stuff like pulling Nokk down the ramp when you have not just 1 but 2-3 guards in the group >.<

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

I think people often forget that dungeons and fractals only make up like ~1/9 of GW2´s content overall. What about sPvP, WvW, open world PvE, solo content like PS and LS etc.? We have a pretty good stat and build variety in the game as a whole if we look at all the different game modes and their niches respectively.

I e.g. carry at least two different sets of gear around on all of my characters I regularly use for WvW roaming, soloing and for kittens-and-giggles stuff (and trust me, not all of it is Berserker´s/Assassin`s).

It would be kind of irritating to me if I had to carry even more gear sets around just to be properly geared for the content I just happen to be in the right mood for. I think it is much more convenient and user friendly to maybe just swap out weapons, change some key traits, key utility skills and be good to go, as opposed to having to carry around a bazillion different sets of gear.

Without build templates and easier access to BiS gear, I think a system in which you are required to use multiple sets of gear to successfully complete certain content would be a major pain in the butt and not desirable at all for the majority of the playerbase.

To be honest, I’d not enjoy needing to carry around a boat load of armor to swap into for specific content either….but if doing so varied my play so drastically that it was like playing a whole other profession, I would do so without much complaint (would probably suggest some sort of build box so it’d be easier to store or switch them).

Can’t we currently get that with swapping weapons/utilities/traits though? all which take far less inventory space if really any extra at all.

I can be a GS/S+F guard running 46202(or even 66200) with bane signet, save yourselves, and maybe purging flames or something, rocking the dps build focusing on that. Then I can jump to a Hammer w/ staff or mace/focus build running 35042 or some variation, using Retreat, WoR and SotA and be the guardian angel to my team. Both viable builds that I’m able to swap out at any time because I’m already going to carry the weapons anyways, and the traits/utilities are just sitting there to be swapped.

PVE (meta): Staff or Sceptre/Focus?

in Elementalist

Posted by: Jerus.4350

Jerus.4350

Staff = highest damage option
S+LH = most might and medium damage
D/F = Most utility and lowest damage.

All 3 are very viable builds.

Your choice for S+LH will basically be “do you have a PS war, or a second Ele who is running S+LH?” If the answer is Yes, go Staff, if it’s No, go S+LH. However in PUGs S+LH is tough to play, very very tough, generally I save it for more organized grouping and run D/F so I don’t have to deal with stolen hammers or when I expect a WoR from a guard and it simply never comes and I eat a downed.

Part of mastering the profession though will be knowing when to take what. You can often get away with just using staff and swapping to Scepter to prestack quickly as you run in, then blow things up with staff. But that’s for quicker fights.

I’d highly suggest look up dekey’s guides for scepter stuff, great info, Zelyhn for D/F and well staff… it’s pretty simple, try to start in earth get your number 2 down, swap Air, glyph of storms quickly, swap Fire quickly lava font on your earth2 to catch the blast, ice bow, 543, drop it and back to the lava font/meteor/auto spam. Staff Ele is IMO one of the easiest damage rotations in the game, it’s weaving the utility in that takes a little finesse.

Ohh and staff is still better than LH for dps, but sometimes LH can be nice just to drop for your mesmer or something, but again situational thing, generally run Ice Bow, Arcane Wave, and Glyph of storms and rotate between Ele and FGS for elites.

Can I play as a support?

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

The standard (4/5/0/0/5) meta build for guardian is pretty much a support build that buffs and debuffs and provides additional defensive utilities as you stated. However, you’re also expected to be in the middle of the fight, hitting things and doing a lot of damage.

By making yourself more supportive than that, you’re giving up a huge portion of your damage for a minimal gain in more utility.

If you’re using PS war you can go with a hammer build do about the same damage with 35042 with much of the same utility and protection which can be amazing if you screw up and get hit. Just a note as a viable alternative.

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

It’s really not that expensive unless you go silly and “test” something with full exotics each time. Rares or even Masterwork would work fine for trying something out, especially in lower level zones/dungeons where you get scaled back to that level anyways.

And again, I really think that the people who put on full nomads when they go to do open world content do it for a reason.

Estimating Dps?

in Guild Wars 2 Discussion

Posted by: Jerus.4350

Jerus.4350

People ahve looked at their combat log, calculated the coefficients of the attacks and figured out the formulas for damage. They then do rotations and calculate the time it takes to do different attacks and combinations of attacks. They throw all that information into a well built spreadsheet, and play around with it till they find an optimized answer.

So basically most of the work is done with just good ol’ maths and is heavily focused on the theoretical. Then you take that and analyze the practical and argue with people about it

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Because there is more than 1 game type and it’s an interesting way to make a difficulty slider without calling it a difficulty slider and offending someone >.<

Get rid of vit/toughness gear and Arrow carts in WvW = insta death if you’re not a warrior or perfectly rotating skills on a fully life forced necro. Having some heavy damagers in WvW is awesome, but when you run into seige if they don’t hve a second set of gear they’re going to have to hang back till the carts are cleared. Basically… defenses are quite important in other game types.

So unless WvW breaks off to it’s own gear set like PVP, naw I’d say it kinda has to stay.

The Zerkmeta issue is pretty much only in Dungeons, still awesome in all PVE, but I’d bet a lot of gold that the vast majority of players in general PVE are not using zerk.

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

So should they remove the passive effect of vit/toughness and make it work purely on activatable skills. Is that what people who currently wear tanky gear would want? Or do they choose to use that gear because it acts as a passive safety net?

It really doesnt matter if it effects passive and active, or just active. In either case skills would have to be tuned accordingly.

as for what people want from their tanky stats, they probably want to be noticeably better at dealing with/responding to enemy attacks.

if the point of stats is just handicap adjustment, i suggest they get rid of that, and add a slider that increases rewards for lowering your handicap.

So rework the entire game’s base systems because one type of gear is preferable in content that is supposedly so underutilized that it’s not even worth putting changes to it in the patch notes let alone make more content like it. (If the majority or even half of the people in Silverwastes wore zerk gear I don’t’ think we’d ever fail a boss due to time )

Why do you want this to happen? Because you want more gear types to become more popular? So that instead of being able to change up a build on the fly you’ll instead have to carry around multiple sets of 12+ items to be able to have multiple builds. Doesn’t really sound desirable to me.

The bad playerbase

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Even zerg content can fail… ever seen a VW fail? Or Teq even? I have

This isn’t just about dungeons, it’s about the overall playerbase. Especially with the expansion coming and having “challenging group content” that we know won’t be in the form of dungeons/fractals, so pretty highly likely it won’t be select-able instanced content (basically you’ll likely get shoved together with randoms), I think it’d be nice if everyone I got lumped together with knew at least the basics.

Mesmer vs Engineer

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

You have some mobility tools, but yeah, I’d put them just above guard though because they have a very nice long range weapon in GS, it’s not a projectile so you don’t have the issues that scepter does on guard.

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

So should they remove the passive effect of vit/toughness and make it work purely on activatable skills. Is that what people who currently wear tanky gear would want? Or do they choose to use that gear because it acts as a passive safety net?

Is Cleric Guardian not good for PVE?

in Guardian

Posted by: Jerus.4350

Jerus.4350

I’m just going to leave this here:

https://forum-en.gw2archive.eu/forum/game/dungeons/Holy-Trinity-is-back-Cleric-Guard-FOTM/first

Seems to work for fractals at least.

Yup, but like discussed throughout that thread, it really only makes it easier on a handful of fights in fractals. Then in dungeons… well it’s basically never worth it there.

And yup, sanddragon, best ways to help them are to utilize your reflects/projectile defense, your aegis, your blinds, and kill the sucker faster

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Gear makes you more potent. For both it does this passively, in that it doesn’t give you more things to do or require any special activation, just makes what you do more potent.

I believe that’s more what they were trying to say and this argument is really just semantics. Fact is your stats don’t define your play style the way your traits/utilities/weapons and even runes/sigils do. Your stats just make you more effective when you do stuff.

And defensive stats are fine as is. You may not get a third dodge from them, but you can deal with 3 hits instead of 2, you just absorb the third instead of avoiding it. I have a hard time believing there is a problem at all with stats in this game. The only problem is such stagnant content that even the most challenging stuff is seen as pretty simple and even mediocre players are able to glass up and waltz through it. I wouldn’t call GW2’s content easy, it’s just stagnant, we haven’t gotten anything that can rival a Lupi or Mai Trin in quite some time.

Kick Voting Fail

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Wait, did they actually finally raise it to 3 successfully?

Mesmer vs Engineer

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

Slow run speed, and the lowest damage with highest ramp up. Yup, pretty much going to be the slowest it can be on a mesmer >.<

You do have some move around mobility in your blink and portal, and for swiftness you can go centaur runes + mantra heal, traveler/speed runes, or even pack runes with traited focus, but compared to engi’s just strait speedy kits you’ll surely feel at a loss with mesmer’s speed.

Mesmer vs Engineer

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

Mesmer’s strength is their utility, their damage is very limited and has a lot of practical limitations to it’s use. You never really feel powerful, but that said, you can do a lot of tricky things that are quite powerful but jsut very situational. (Shutting down many bosses with reflects/boon stripping type stuff for example). You can do some nice burst in pvp scenarios but like you said, there’s a pretty decent wait time and prep time between them.

Does Lupi Scale?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Wait, so Miku was correct initially?

I thought it was 3 waves of projectiles, with 1 projectile for each target in each wave, and then extras that hit randomly throughout the area (without red circles much of the time because of too many projectiles).

Is that not right? I’ll often just dodge out of the initial wave which generally hits at his feat where I am (I assumed targetted) get back and be on the move till the third wave starts then blink/leap/whatever back under him and not be hit by the third wave (usually) which was targetted further out.

Is Cleric Guardian not good for PVE?

in Guardian

Posted by: Jerus.4350

Jerus.4350

Healing is just very limited in the game and especially in regards to the utilization of healing power, it is generally quite a low coefficient.

Generally speaking in most content you can avoid almost all the damage and survive quite easily while you kill things. So focusing on faster kills is preferred rather than extending fights and having more chances to fail a dodge/block or even run out of condi cleanses and what not. Faster completion times are generally prefered over a safer situation.

So between those two points (heals being weak, and heals not being needed) you have a situation that generally leans towards not worrying about them and preferring speeding it up a bit.

Now, Clerics guard actually can be very good in a few situations. Look up Skady’s Clerics guard build in fractals for examples, but, those situations are so few and far between that I would not focus on them. Berserker = main gear, clerics a situational set would be a raesonable idea, but not the other way around basically.

And as for gearing, maybe look into getting rares as you try new sets to start, then you can upgrade to exotic if you like what you have, saves you some money

Does Lupi Scale?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Cool, I just thought I didn’t understand it as well as I thought I did.

Does Lupi Scale?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

She’s foolish, OP.

The only thing that is relevant to this is that his frenzied blast attack in phase 2 targets each entity a total of two times. The rest of the projectiles are RNG and will land randomly dispersed throughout the arena within a certain range. You can maximize your mesmer’s feedback by doing things such as thieves guild, glyph of lesser elementals, etc… as they will each be targeted twice for two more guaranteed projectile reflects.

Is it just 2? I thought it was 3 waves of attacks, is it just 2 of them that are targetted and the other one is purely random?

The bad playerbase

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Dusk, I think it’s just drifted towards wanting to put in some tutorials. Something that had various fields and finishers to use to help you learn, maybe putting in some in game informations to further explain while also letting people experience them with a more guided approach (NPC telling you how to do things).

And I really think a dodge tutorial for those 4 different types of situations would go a long way to help players. Again, having an NPC guide you along, maybe counting down with you on the delayed ones, and maybe a warning “be prepared, ok, he’s going to attack, dodge” for the tells/red circles.

The bad playerbase

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I mentioned PVP/WvW because you were saying that the suggestions only pertained to dungeons/fractals. I mentioned Teq because people rightfully so stack might there, and yes a lot of people do know how to play the game, but even more don’t… that’s the problem we’re talking about, that the game doesn’t immersively teach many of the skills that players would benefit greatly from knowing.

If things sound a bit lopsided towards dungeon type content in the discussion, well, take a look at what subforum you’re in. But, these tools would be used everywhere. I remember when I first played my thief way way back when I was a scrub and using Smokescreen + shortbow to stealth up and sneak through some more heavily populated areas in the open world. It was nice being able to skip through the areas that had killed me a couple times when I had done it on my guard when I leveled him up. I was glad I had looked that up, but this was far from my first MMO so I had that prior knowledge to know when I see something like “combo finisher” that I should look into what it means, and the wiki came in handy. Not all players are coming from other MMOs, or even other RPGs, they won’t think to go to the wiki or do some research, or even some simply wouldn’t be willing. Those are the people this type of in game tutorial would target and help.

What other skills would you say aren’t properly taught or intuitive and would help players?

If I wanted to make a full dungeon training thing, I’d be including using LoS to gather things together. I’d put a focus on skipping as much trash as possible by using tethers. Really driving home the importance of projectile defenses. If I were to do a dungeon tutorial I’d go beyond the basics, which is what I think utilizing the combo system and dodging is for GW2, the basics. It just doesn’t really teach it’s players them very well and expects them to pick it up along the way and many simply don’t.

And I’ve gotten the impression that people don’t know these things from watching players not toss blasts in water/fire/smoke/lightning fields in various areas of the game. And, from having taught many players how to do those things and to be aware of them. And the no dodging, well when you see players just eat easy attacks with orange warning tells, well, you begin to assume they must just not understand something about what’s going on. I see it a lot in Silverwastes for example, but also about half your PUG COE’s it becomes quite clear. Again, there are only really a couple different dodge scenarios. There’s a windup, a tell, a red circle (orange for new ones), and a delayed red circle. That’s pretty much it. Great thing is that the windups and delayed red circles are generally the same timings, so once you learn the timing for one you have pretty much all of them figured out

Can I play as a support?

in Players Helping Players

Posted by: Jerus.4350

Jerus.4350

Like every game there is good and bad tactics.

Healing, regen, defensives stats, etc are view as bad support. They can do the job, but poorly in PvE because the game was designed this way.

Protection, Vigor, reflection, blocks, condition removal, etc on the the other end are view as good support.

Good point.

I came from a year playing ESO where we have the usual DPS/Heal/Tank thing and the traditional MMO roles. It is hard to get used to the way GW2 works. Specially in group situations.

Like has been said you don’t really have the same types or roles.

To break it down a bit:
Stealther: Thief of course, Engi as a backup, and Mesmer can come through in a pinch. Stealth allows you to skip past some particularly nasty guys without getting agro.

Reflector: Mesmer and Guardian are top dogs here, but you also have tools on Ranger, Engineer, Thief, Elementalist, and even Warrior to a degree (generally not used for it as it’s very limited and takes great coordination to use it). Reflect is something that reflects projectiles but also often used as a shorter term for projectile defense, so some tools don’t reflect but simply absorb, like Swirling Winds from Ele. Some attacks you may want a reflect more for the damage addition, some doesn’t really matter a huge amount, and even some prefer an absorb, but in general you just want someone who can defend the team from the projectiles.

Might: Ele/War are top dogs here, Phalanx Strength warrior is great, Ele blasting fire fields is amazing as well (comes with added bonus of fury if they’re traited correctly) Engineer can also do quite a bit, Guard can contribute as well (though doing so greatly hinders their own output making it likely not worth it in many cases). Some professions like say Necro can provide it quite well for themselves but not the party, good info to know but doesn’t really help int he supportive idea. Rangers can contribute a bit as well. Mesmers, not as much but you can do some stuff to boost the team’s boons. Might is very important as it’s a huge increase to your damage, to go along with it I’d mention Fury which typically comes from Ele/War and maybe Ranger or Engineers in sub optimal builds (another situation where it’s not “worth it”).

Vulnerability: Engineer/Ele/War are your general top guys here, Engineer with grenades, Ele with Glyph of Storms, and Warrior with Axe/Mace combo. Ranger is also very good, necro isn’t terrible but these both are limited and seriously lack sustained levels of it. Lots of professions have “on crit” activation of it which can contribute a bit, and all together you can reach high levels of it, but having a warrior/ele/engi is what you want to maximize it’s use. To go along with this theme you also have Chill/Immobilize/Cripple debuffs which can be huge helps in certain situations and are spraed throughout professions such that the only one worth highlighting is Engineer’s dominance in the field of Immobilize and maybe Ele’s strength in chilling.

Profession based Mechanics: Main things to mention here is Warrior banner, Ranger frostspotter, and Guard’s Aegis. These tools are limited or mostly limited to those professions and can be a great help to support the group.

Interrupts/defiance: CC is important, Thief/Mesmer are the top for defiance but we’re going to see a change to that system with the expansion, so that is likely to change. Managing defiance is important so that you are able to interrupt crucial attacks, or just utilize long lasting CCs to lock down enemies for a time (Deep Freeze on Ice Bow for example)

Blind: Works amazingly well on all trash mobs, Thief/Engi/Ele/Guard being the best at it. negates the next attack of an Enemy.

These are the general roles (might have missed something) that you form a PVE group around. Multiple professions can fill any slot, but there’s always a “best”. Of course in addition there is damage, and Ele’s reign supreme there, Thief is great as well on a single target and most other professions are around the same behind those two with mesmer’s completely impractical mechanics making them fall to last place by a fair margin. This all leads to the meta group of EleX2, Thief, War, <Insert last profession here> Where the last profession could be a third Ele if you don’t need defenses or don’t want to /arn’t going to utilize Portals from Mesmer. Mesmer/Guard are typically the last slot if you want defensive tools or are really going to use the portal tricks available.

Hope that helps a bit. If you want Support youp icked right with Guardian. It doesn’t mean you can’t do damage though as others have pointed out, it just means you need to learn to use the tools available to you that can actively defend you and your party.

Ele PVE / WvW builds

in Elementalist

Posted by: Jerus.4350

Jerus.4350

That thing’s missing a few posters. Posters16-20 should just be sitting there with popcorn

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

I will say there is one thing I don’t like in this game’s mechanics. That’s the reliance on using enemies to trigger their own mechanics. This means you can skip phases on bosses. I don’t really like that. It’s one thing to burn through something before you’re killed by it’s mechanics, it’s another to prevent them from happening by timing a burst while they’re already busy. I don’t know, it just seems like quite a limiting factor on the development side. One of my favorite mechanics in other games was % based mechanics. This made bursting through things especially dangerous because the faster you did it the more of those effects would come out. In GW2 though you’d only get 1 maybe 2 of the effects because they were busy casting the first one.

Now this isn’t to say I don’t like the heavy dps stuff, no in fact the opposite, I love it, but one of the things I loved in old games was that it got even more challenging with high damage, not only did you strip your general defenses but you also might have to deal with say 10 extra adds rushing you because you burst through 5 spawn percentages instead of dealing with just 2 at a time.

I don’t know, just a thought that has spun around in my head for a while.

Will we finally see dungeons in HOT?

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

I’m wondering if dungeons will finally be added as part of Heart of Thorns. Yes, I realize the game has corridors right now that are called dungeons. But unless they contain an element of exploration, and branching paths, they cannot be truly called dungeons (at least not what one commonly considers a dungeon in an MMO).

Please do away with the idea of fixed paths, and just open up massive mazes with multiple objectives, traps, optional bosses and bonus rewards.

I hope time will be allocated for the game design team to actually address the issue of making a dungeon work with GW2’s combat system (or lack there of). That means thinking about building good encounters with the limited mechanics available, and creating challenging content that cannot simply be cheesed by stacking in a corner.

I want to spend between 30 mins and an hour exploring vast underground mazes together with my guildies. I want there to be reasons to explore every corner of a dungeon, and awesome rewards to look forward to. I want to see puzzles, levers, doors, elevators, platforming. Please do not neglect dungeons for Heart of Thorns, like with the game’s original release.

I’m with you on wanting more options, not so much on your faulty claim of stack in the corner cheese (stacking in a corner is for LoSing multiple enemies together, nothing more, and a tool used in literally every MMO or even RPG I’ve played).

But, yes, more options would be great. Hiding some chests to be picked up would be great. Look at AC, there’s the turkey room which is awesome, brings a smile to my face, but that could be a perfect place to put a little chest to motivate people to explore the areas more. There’s also the back of the room in p1/3 where you have the “indiana jones” walkways across to the back, can’t help but feel taht they intended to use that for something but just never did.

Having more options within the same place would be great. Always enjoyed those in other games, finding the fastest, the easiest, and the most fun paths. And, who doesn’t like a little mountain goating just to find cool spots. I have to say I loved when I heard about jumping puzzles in this game. Then I learned about some in dungeons, I was stoked. Turned out those were seen as exploits >.<

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Thaddeus : I don’t understand if you are mad at me or not.

I’m never mad on internet

I just hate some toast with nutella and banana, how can someone be mad after that.

you hate toast wtih nutella and banana??!?!

Yeah that stuff is delicious, might have to pick some up for breakfast instead of my normal chocolate milk and a banana (eat them together and it’s like having a milkshake).

Fractal Weapon Skins

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

By the way, any good Fractal guide out there if I want to start doing it now?

Many thanks to all!

Like Taku linked, KING’s youtube guide is awesome. Aside from that gw2dungeons.net is great for looking more in depth on certain things.

Can also hit up people like Sarahfull and other fractal mentors, I’d offer myself but just not finding myself in game much lately, too busy/sleepy

Does Lupi Scale?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Quite sure you’re correct in that you get more projectiles with more targets but that’s the only change. I believe you can even cause this with various “pet” type things, like using Fire Elemental Powder or the like. This just means more reflect daamge is possible, and I guess you could say it’s tougher to dodge the bolts in a group, but that’s only really true if you’re not properly defending yourself anyways (spending the entire attack in evade frames or away from where the bolts will hit).

What ever happened to...

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

…finishers in PvE. Back during season 1 with the toxic alliance Anet had the sylvari mobs stompable. Loved being able to see/use my finishers in the game mode I spent the most time in. But since then we’ve seen nothing else added. Would love to see some mobs in HoT that where stompable. Maybe those human form mordrem that we’ve seen in HoT. Am I the only one that wants this to happen?

YES, I actually thought that was pretty cool having some enemies where you wanted to stomp them to prevent coming back. Doesn’t need to be all but having some nasties that do it woudl be awesome.

Level 80 dungeons and fractals.

in Mesmer

Posted by: Jerus.4350

Jerus.4350

To the OP, learn to play a mesmer well and you can be a great help in most dungeons.

AC is probably the one you aren’t really going to do anything, you can do some neat portal tricks, but most PUGs don’t have the understanding to utliize those.

CM, you can be a great help with reflects, though a guardian does it better.

TA, Again reflects are nice, though again not a huge help.

SE is where mesmer starts to become pretty awesome. path1 you can set up reflects for the trash on the first golem boss, move into Nokk and reflect there as well shutting down his most deadly attacks, a little stab might help too. Get through to the 3 golems, and you can use temporal curtain place a little before them, and pull them to clump them up, drop feedback on them and burn them down. Then Tazza, you can use stability to counter her knockback though not that huge.

Path2 you can reflect all the dredge as well as cleanse conditions for the first boss. You can portal to the second boss, or just run it, get there down him, get to the cart and again use reflects, also knocking the guys back under the ledge (look up a video) and you can manhandle that in melee pretty easily. Get to the next group of guys and again reflect, final boss destroy him and done.

Now on to CoF, path 1 you pull the initial fire lords to the side next to a turret, kill them for a second or two, toss a feedback up to counter the turrets and finish them off. Get to the next boss, and Time warp ftw. Move on to the acolyte room…zzzz… then set up a portal across the boulders and easymode through. Open the door to the final boss, then utilize your reflects and stab to make that guy easymode.

Path 2, Again inital wave of guys pull them together with temporal curtain, beat them down. kill, kill, kill, up to the second boss, time warp and beat his kitten . Get up to the Bomb room and you can use some portal stuff for a little faster run, but not a huge deal. Move on, get to the defense section, blah blah, get to the final boss down it.

On to COE, Here your big thing is the robot. You do the initial alpha, easymode with blurred frenzy and dodges. Move on to the Robots, pull them in the stack spot to interrupt and gather, reflect is helpful. Interrupts are nice. Boom boom bang, done. Load up Phantasmal Disenchanter and Feedback and on to the robot. Rush in cast a Warden, followed by a Phantasmal Disenchanter, Signet heal, Second warden. Auto attack to help keep boons off. Burn him down, when he charges his beam Feedback, and Temporal curtain on alternating times to guarentee a reflect (wardens can help you out but I don’t like to rely on them). Boom bang, on to second Alpha, utilize your condi cleanses and such, blah blah blah, Time warps on either second Alpha or on p3 safe it for the destroyer. Kill Kill, slaughter slaughter, done.

On to Arah. p1 use your reflects to kill the turrets, down the Ooze. Down the Aboms. Get to Tar and use some reflects and immob, done. On to Lupi Use your feedback in phase 2 to massacre him from his insane attack being reflected. Blurred frenzy is awesome, blah blah, done. On to the 3d Pong boss, reflects ftw, easymode and done. On to p2, First boss reflects are nice, projectile destruction better, kill her np move on. Use duelists placed far away for abom, on to LUpi, same thing, move on to Alphard and reflect the kitten to death. Skip skip, on to Brie… and well, you suck at brie but kill her. Yay p3. First boss reflects are nice as well as condi cleansing, kill it, move on. Second boss reflects are awesome, woopie done. Orbs, mesmers are awesome at it with blinks and portal, use them learn it, easymode. On to Lupi, same thing, yay. On to the last boss, kill it, done. p4… ok who does p4 regularly except guilds

Just my quick and dirty notes for a mesmer in dungeons Hope it helps. Outside of AC I love mesmers, CM/TA you aren’t a huge help but still nothing I’d complain about, especially if you learn portal tricks.

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

LOL, Iris, that seriously made me crack up.

Stab Change Reason

in WvW

Posted by: Jerus.4350

Jerus.4350

yep the melee who waits for the ranged being off cd.

Didn’t we do that already before the stab change.

The stab change has just made everyone more hesitant. The aggressor has been nullified, which personally speaking, sucks. There’s no longer a “fake push” ok most necros/eles are on cooldown, now lets go. Instead it’s fake push, fake push, fake push, fake push, ok, fake push, and lets range some more, ok, lets have the melee go take out the tail, ok fake push, fake push, umm… hmm what should we do? ohh I know, fake push!

I enjoyed the old gameplay there was strategy, now gather a big enough force and stagger your CC’s and you can lock people down indefinitely. Just seems to be a silly meta to me. /shrug

I play mainly necro in WvW, avoiding CC’s was the norm outside of guard groups, playing defensively was a required thing. Now I just can’t get a guard group and go on the offensive and be aggressive… hardly more fun.