(edited by Kalendraf.9521)
how much weaker am I without HoT when compared to other people with HoT? I main warrior.
If you stick to warrior, you’ll be just as strong without HoT, and even stronger than ones with HoT that try out Berserker.
On the other hand, your warrior is going to get crushed by most of the other class specializations, unless you buy HoT and switch classes.
I still dont have a lvl 80 necro… deciding which warrior to delete to make a non warrior class.
Why do you need multiples of a class?
Unless you’re going past 8 (in the past) or 9 (now) toons, it seems like making each toon’s class be unique would be in your best interest.
Overhauls to adrenaline gain as follows:
- Adrenaline does not decrease while in combat or while moving. It only decreases while standing still and out of combat.
- Movement-related attacks provide an additional boost in adrenaline based on distance covered until an attack hits a foe (longer distance = more adrenaline gained.). This affects skills such as Rush, Whirlwind attack, Savage Leap, Bull’s Charge, etc.
- Adrenaline gain increases while the warrior is under the effect of the following boons: Fury, Quickness, Swiftness. Rate of gain is cumulative, so if they have 2 of these boons, the rate is doubled, and if they have all 3 of these boons the rate is tripled.
Overhaul to Burst skills and berserk mode
– Cooldowns on burst effects are removed or greatly reduced.
– There still 3 level of burst skills, but each level corresponds to a seperate F1, F2, F3 activation.
– The effects (area, conditions, range, etc) of each burst differ slightly at each level, but the overall DPS steadily increases at higher levels (iow F3 > F2 > F1)
– Activating a lower level burst only uses up a portion of the adrenaline pool. For example, a warrior able to do an F3 burst that activates an F1 burst will still have enough adrenaline left over to perform an F2 burst or two F1 bursts.
– Berserker specialization augments this as follows: Activating any weapon’s F2 burst creates a small fire field at the targets location (longbow’s existing burst field is increased). All F3 burst attacks generate a larger/longer-lasting fire field (longbow’s existing burst field is increased even more).
– Berserker also gets access to a special 4th level burst tier and corresponding F4 burst activation of Berserker Rage. The F4 effect is the same regardless of equipped weapons. When activated, attack speed is increased, all attacks deliver extra damage plus burning, and the berserker is immune to various CC effects. The effect lasts for a minimum of 15 seconds, and then continues until the warrior is unable to land a successful attack within a 5 second span. When the effect ends, the warrior’s adrenaline drops to 0, and any boons in effect are lost.
(edited by Kalendraf.9521)
Update – was finally able to login with a character I had parked in Fields of Ruin. However, still not able to login with characters in LA. Others in my guild are reporting similar problems – can reach some maps but not others. Also people in my guild can’t map into the Guild Hall map.
I’m unable to enter a map with any character. I get the loading screen (such as the LA Halloween image), and it just sits there until it eventually comes up with an error message such as this:
Network error.
Please check your internet connection and try again.
(Code=1083:5:7:1595:101)
I’ve tried from 2 different computers and I’m seeing the same problem. Given that I can reach all other internet sites I’ve tried, including posting here on the forums, and I can get in as far as the loading screen, it’s a pretty safe bet that the problem is NOT my internet connection.
Whenever this newest problem gets fixed, it would be nice if ANet would also consider revising the error messages to be more accurate and meaningful. Many of the messages seem to inaccurately try to point the blame at the user’s internet connection, when in fact the problem lies somewhere else, such as the login servers, etc.
everything else, other elites, new story, etc, is great, just no motivation/fun to play as war anymore
I agree with this. When HoT arrived, I was very disappointed that the warrior/berserker issues weren’t addressed. However, I quickly got over it by shelving my warrior and playing something else. I’m having a lot of fun playing reaper in the new content and it’s also been quite enjoyable running a revenant through some of the old PS content.
Forget warrior/berserker; play something else and enjoy the rest of the fantastic Heart of Thorns content!
You see reapers nolifing the game just to rush the hero points quickly to unlock it.
I’m guilty of this, but I am not repentant in the least.
Necro/reaper is amazingly good.
There isn’t a single warrior that even cares about the elite because of how bad it is.
Can’t speak for all, but I’m guilty of this too. In fact, I took my available points and at least unlocked the specialty for every single class…except warrior. I don’t see the point in wasting hero points on Berserker. If in the distant future they happen to add a different set of specialty classes, I would be really upset to have wasted my warrior points on Berserker instead of saving them up for a new different specialty. So unless Berserker gets some kind of amazing overhaul, those 214 banked hero points are going to remain unspent for now.
Warrior was my main, but since HoT debuted, I’ve only logged in with my warrior once, and that was to transfer out all the endless use tools, Mawdrey II, Princess, Star and so forth over to my necro/reaper. I will probably log in at least once more in order to transfer out the 20-slot bags, and then to start moving various acct-bound items from my bank tabs onto the toon since it’s only useful for me as a pack mule at this point.
I’ve never beaten it, but I don’t care for content that has a built-in timer or equivalent. If I’m going to do JPs, I want to do it at my own pace, which might be a tad slower than that of other players.
When a mastery is completed, I expected there to be a pop-up informing me that the mastery was completed. This worked with Gliding level 1 and Itzel level 1. However, I did not get a similar pop-up for Itzel level 2 or Exalted level 1.
I can’t speak with Scout Acan after gliding to him.
I encountered this same bug.
A possible work-around is to map out (WvW, GH, etc) and come back. That fixed it for me and I was able to get his dialog and progress.
Necro/Reaper
Warrior has been shelved
Lack of any updates for warrior or berserker pretty much seals this for me. Time to shelf my warrior and play something else. On the bright side, I held off from allocating my bag slot expanders until HoT released. That seems like a VERY wise move at this point.
https://wiki.guildwars2.com/wiki/Combo
When applicable, the stats of the character that activated the finisher are used to calculate the combo effects. This is most relevant to combos that inflict damaging conditions, as well as the healing effects of water fields.
So if a warrior blasts a water field, it uses the warrior’s healing power.
This should get posted in the main bugs forum.
I tried out the Reaper during this past beta weekend, and I was amazed by how awesome it was. I liked running power necro builds with wells before, and the reaper just felt like a (super)natural extension of that playstyle. In PvE, it totally destroyed mobs and I rarely died unless badly outnumbered. I’m a long-term warrior player, but sadly, the warrior specialty berserker just pales in comparison to the firepower and survival abilities of the reaper. (And no, the berserker’s bugged kill shot does not count.)
I didn’t have much time to play this weekend. I did re-try the Berserker in PvE, and it seemed less clunky than it was during the previous beta. However, it still felt somewhat weak, and I still ended up struggling to kill mobs far too often. Berserk seems more like a gimmick rather than a real elite speciality ability, and overall, the collection of torch, skills and berserk ability doesn’t really feel like an elite class either.
I rolled a necro and tried reaper, and I was completely floored by it’s amazing DPS and strong survivability. By comparison, it felt like my warrior/berserker was using foam weapons. Warrior has been my main since early release, but at this point I don’t foresee using berserker at all. I may even put the warrior on the shelf and start running necro/reaper instead.
are the people complaining serious ? or just trolling ?
seriously, your schedule changed for one week, get over it
you can go on with your regular lives next week
As I mentioned in my previous reply, this is a real issue for guild missions, and this isn’t just a one week problem.
If the reset is permanently moved to a weekday, it kills the ability for a guild to host two weekend mission outings to allow players to make-up missions the following weekend. If your guild doesn’t already do this, then it may take some extra explanation:
Weekend session #1 occurs sometime before reset and allows players who were unable to attend the prior week’s guild outing to get rewards for all the missions for the about-to-end week.
Weekend session #2 occurs sometime after reset and is essentially the main guild mission outing for players to get mission rewards for the newest week. Players who can’t attend this outing can attend the following weekend’s pre-reset session to get the mission rewards.
By moving the reset to a weekday, the strategy above is no longer an option. Regardless of when a guild session is held on a weekend, the missions would not be able to straddle the reset time, and thus they would count toward the same week.
So why not move the guild sessions to Mondays so we can straddle the new reset? Our players have significantly more availability on weekends which is the main reason why we do guild events on weekends. I suspect that higher weekend availability is true for many other guilds as well. Weekdays pose many time constraints to our players due to jobs, school or other obligations. As a result, if we tried shifting our pre/post guild mission sessions to Mondays to try to straddle the reset, several guild members might not be able to attend either session, and many might only be able to ever attend the post-reset session. Due to conflicts with work or school a large number of players would never be able to attend the pre-reset session to try to make up mission they missed during the prior week’s post-reset session.
-Trans Mute charges (Make this no less than 2-3 or remove)
It’s very annoying to get items from a Black Lion Chest that are easy to obtain through other methods, so transmutation charges should be removed.
They are ultra easy to get via city map completion (100%), and they are a very high probability reward from non-city map completion. Furthermore, they are also really easy to get from PvP reward tracks.
(edited by Kalendraf.9521)
I dislike this change because it will make it significantly harder to partake in make-up sessions for guild missions.
Due to having a worldwide playerbase with members across several US, EU and SE timezones, Charter Vanguard does weekly events twice: a pre-reset session on Saturday morning (wrt US timezones), and a post-reset session on Saturday evening. This also allows players who were unable to attend a weekend’s post-reset missions to have a chance to make-up the missions the following weekend during the pre-reset session. This has worked very well for our guild members that have had various conflicts arise due to travel, illness, etc.
Moving the the weekly reset to Mondays will eliminate that opportunity. If the guild decides to continue hosting Guild missions on Saturdays (which seems likely), the early and late session will no longer straddle the reset. As a result, if a member is unable to attend the evening session, they won’t be able to make it up at the following Saturday’s morning session.
The alternative of moving weekly missions to Mondays to try to straddle the reset isn’t a good option. There are fewer guildmembers able to play during weekdays, and any of them with typical weekday commitments (jobs, school, etc) would likely have a conflict with one of the Monday times such as the pre-reset session, so this still wouldn’t offer them a viable opportunity to make-up for a missed week.
No you can’t. That’s what the entire nerf argument is about. For the purpose of getting the key with the personal story level 10 quest line, you CAN’T create multiple characters because you are now limited to 1 key per account per week.
I was referring to map completion – sorry if I didn’t make myself clear.
The chance to get a black lion key from non-city map completion seems to be under 5%. The chance originally was around 30% or more, but the chance appears to have been significantly reduced (stealth nerf?) a few years ago. Meanwhile, city maps only give transmutation charges.
When I was recently working on doing map completion for a few of my alts, I finished over 20 maps in a row (including a mix of low, mid and high level non-city maps) without getting any keys from the map completion. Given the amount of time it takes to complete a map, and the very low chance of obtaining a key as a reward, map completion is not a good strategy for obtaining keys.
What if… Keys were a PvP track reward?
I was thinking that they may have had this in mind thus one of the reasons for nerfing the PS. Time will tell I guess.
I would like them to add a chance from JP chests too that could be a good incentive to get some of us out there and doing jps again. As it is now the rewards from them are garbage, well in my experience. :P
Oh of course they would have to do something about those who have chars “parked” at JP chests, that little “exploit” will need to be fixed as well.
JP chest rewards are hardly garbage, especially for toons of certain level ranges. (~ level 21 for doubloons, ~ level 53 for mid-level mats, etc). Even my 80s get some relatively good loot sometimes like rares or exotics. They are also a viable source of Empyreal Fragments for players that may want to avoid WvW. Even the blue/green drops, crests/crystals, and (wintersday) trash items are worth a bit of silver. Considering how easy many of them are, it’s a pretty nice haul for very little effort. Given how easy several are to run, parking toons at their chests shouldn’t be viewed as an exploit either.
If ANet didn’t want players to be able to park and open those chests, they could introduce gating methods (keys, checkpoints, etc) similar to the newer JPs found in SW or LA.
I would be in favor of them significantly boosting the rewards for a few of the longer/harder JPs (Scavenger’s Chasm, for example) that don’t allow simple porting to bypass the majority of the JP. However, even a guaranteed BLK from some of those probably wouldn’t be enough to entice me to repeat them.
- Scorched Earth – Updated to be a rectangular area of effect. Adjusted arrow flight type to more closely match ground AoE.
Replacing the former line of AoE circles with a (larger?) rectangle doesn’t seem like it will solve all of the underlying issues with this skill.
Does anyone have any good data on the increase in drops? I’ve only been able to play a few hours since the Tuesday update, and I’ve already noticed a significant increase in chest drops (3 in about 3 hours of play), but no keys.
Prior to the Tuesday update, I’d logged about 4300 hours of play, and in that span I had drops of about 450 black lion chests and 5 black lion keys off random mobs. Those ~4300 hours are primarily PvE (world bosses, guild missions, map completion, JPs, LS, PS, etc), and a lesser degree of WvW/EotM or PvP. Given my style of play, I’ve been getting approximately 1 chest drop per 10 hours of game play, and 1 key drop per 1000 hours of game play. Having read others info about prior drop rates, my number of chests and keys seem to be roughly in line with what others have experienced.
While my data since Tuesday is limited (3 chests in about 3 hours), it does seem to lend credence that ANet has significantly boosted the drop rate of chests. Others in my guild have also reported a higher drop rate, some also mentioning that it seemed to be roughly 1 chest per hour of PvE game play since the update. If so, this may may indicate that they’ve boosted chest drops by roughly a 10x factor.
Assuming that the increase is roughly a 10x factor in chest drops, and ANet boosted key drops by a similar factor, we might start seeing about 1 key per 100 hours of game play. Unfortunately, that is still way too low to make much of a difference. A player that averages 20 hours per week might get about 1 key per month if they’re lucky. I seriously doubt this is going to make up for the loss in key/skin generation that was being supplied by keyfarming.
While I applaud ANet for boosting keys as drops (assuming they actually have), there was really no need to boost chest drops at all. The rate that we were finding them was already disproportionately too high compared to the rate at which keys could be obtained via the primary method of keyfarming, along with the miniscule numbers of keys from drops, daily rewards, map completes, etc. Even without any boosts in chest drop rates, removing the primary method for obtaining keys will cause the imbalance of chests vs. keys to increase significantly. Simply boosting key drops by a similar factor as chest drops doesn’t resolve this issue. They really shouldn’t have increased chest drops at all. With the new rate, we’ll likely be swimming in chests, and the TP will eventually be chock full of chests listed at minimum 2c listings. (FYI, chests have previously hit the 2c price point before due the chest/key imbalance.) Meanwhile, they need to boost the rate of obtaining keys to be significantly higher. Updates to drop rates may help, but they should strongly consider increasing the rate of keys from the daily reward chest of black lion goods, as well as from (non-city) map completions (used to be about 30% to 50%, now seems to be less than 5%).
We shouldn’t blame this on F2Players Anet restricted their use of the TP.
An F2P account can be unlocked by upgrading the account. Thus, an RMT/gold seller could employ an army of F2P accounts to farm keys and gather black lion tickets or other rare items, then upgrade each account when it hit critical mass.
The problem could have been dealt with much more elegantly by preventing F2P accounts from being able to get Black Lion Keys. The change they implemented went overboard and hurt legitimate players.
- You can convert gold to buy keys.
- You can spend real money to buy keys.
- You could spend some amount of time to play the first chapter of the personal story for a single key.
Now pre NPE you could grind out 2 to 3 keys an hour. After I have no idea how fast unless you have a ready supply of Tomes of Knowledge.
Using the crafting method to level up, the time needed after NPE was relatively similar to pre-NPE, and it was still possible to get 2 to 3 keys per hour easily.
For PvE levelling difficulty:
Ultra-easy: Necro (power build with wells made leveling a joke)
Easy: Warrior, Guardian, Ranger
Medium: Thief
Difficult: Mesmer, Elementalist, Engineer
@Jester,
Chest drop was not increased. Key drop (supposedly) was.
“Increased the drop rate of Black Lion Chests and Black Lion Chest Keys throughout the world.”
I stand corrected, but the increased drop rate of the chests is insignificant. I’m hoping the key drop rate is significant.
Chest rate has been increased noticeably. A few guildies mentioned getting significantly more chests after the patch. I got a chest from one of the very first mobs I killed yesterday, and some other players got multiples, which would indicate a much higher drop rate than prior to the patch.
As for keys? None found since this update. I’ve seen some reports of players getting them as drops, but I’ve yet to see any myself, nor have any guildies confirmed getting a key drop. Without more evidence it’s hard to judge if key drops have truly increased significantly.
I personally bought character slots simply to farm keys. I would really like a refund for those 5 slots that are useless to me now.
Dare I even ask why someone needs 5 slots for keyfarming?
AFAIK, it should only take 1 character slot to handle this.
There may have been a way for illegal RMT/gold sellers to potentially have abused the former system. Suppose they had large teams of players doing this:
- Use free accounts to farm keys and unlock black lion chests to get black lion scraps/tickets and other valuable items (endless hairstyle kits, rare dyes, rare minis, etc).
- When a free account reaches critical mass (RMT value of items exceeds cost of an account plus overhead), pay real money to unlock that account.
- Transfer items to hub account which handles the illegal item selling. Items get sold for more real money that it costs to unlock a single account.
- Unlocked account is now a burner that can be used for various additional purposes such as goldbot spamming, etc. Eventually it probably gets banned.
- Repeat
Doing this would allow the illegal sellers to earn real money, while any buyers would shoulder the risk of losing the items or possibly getting banned. Meanwhile, the update to limit black lion tickets to once per week would effectively kill this method for RMT/gold sellers since it will now be far to slow of a method to employ.
If ANet needed to tackle a free account RMT issue here, that’s good, but it would be nice to get some more info on why they nerfed key farming like they did. Without more details, it just seems rather spiteful to keyfarmers in general.
Honestly I think its a good change, presuming Arena-net have properly balanced key drop rates all this means is the same amount of keys will be in existence, they will just be spread out among players alot more, and overall that’s a very good thing, I can actually now get keys doing content that is fun
Of course that is a big IF since we don’t know the details on the drop rates, like how often and where
Key farmers can earn 2 to 3 keys per hour. For simple numbers, suppose 1% of the active players are doing this at any given time. That would equate to .02 to .03 keys generated per hour per active player.
With the new restriction, this rate would fall to near 0. To compensate this fully, active players would need to start getting .02 to .03 keys per hour (which equates to 1 key for every 33 to 50 hours of gameplay).
I seriously doubt they’ll boost the BLK drop rate that much.
Thanx for increasing Black Lion key chances to precursor chances
I wish precursors dropped as much as BLKs. In 3+ years of daily play, I’ve gotten about 5 BLKs as drops, compared to 0 precursor drops.
I would gladly trade finding those 5 BLKs for finding 5 precursors instead.
I’d prefer if they would remove Black Lion Keys and Black Lion Chests from the game entirely, and just sell all the obtainable items from the gemstore directly.
Get rid of the gambling and the horrid RNG in one fell swoop.
I’d rather you remove Burst skills, and buff Berserker Mode/Primal Bursts, and make it work with 3 bars adrenaline. That way there is more synergy with the rest of the build, rather than trying to make Burst Skills and Berserker Mode work together, when both are used for separate build set ups.
After thinking about this more, I’m wondering if Berserker mode should just remove bursts entirely (no normal or primal burst available). Instead, while Berserker mode is active, it would get other stat buffs above and beyond what it gets now. Basically it could function something like rampage, but with a much shorter cooldown that is only accessible by first building up sufficient adrenaline. Also unlike Rampage, it would allow the warrior to keep their normal weapon bar.
Another option would be to have primal bursts actually be vastly superior to normal bursts, but using one would end the berserker mode sooner or possibly instantly. For example, maybe using a primal burst would cut the duration of berserk by 5 or more seconds, but the trade-off would be giving us an augmented burst (significantly higher dps and/or larger AoE and/or extra effects, etc). In no case would the burst change it’s AoE style to make it less effective (such as is the case with long bow primal burst vs a normal full adrenaline LB burst).
Some combination of these could also work, but in that case the extra buffs needed for the berserk mode or the augmented bursts wouldn’t need to be as high.
Thus far, I’m not impressed by the berserker. Overall, the berserker feels underpowered. Graphically, the berserker skills looks pretty good, but functionally they aren’t.
It feels a bit sluggish to go berserk with F2, and almost always I want to follow that up with a burst, so I wish there was some kind of option to merge or auto-chain F2 and F1 activation.
In berserk, I was finding it hard to get off many bursts, even with the faster burst recharge,. The fact the primal bursts have lower overall DPS than the regular bursts really seems counterproductive here. Most of the time I tried going berserk, it felt like the trade-off was not worthwhile, and I would have been better off just using normal bursts instead.
As for skills, I didn’t get a chance to test all weapons, but I spent a fair bit of time trying out Sword+Torch and Axe+Torch. The sword’s primal burst didn’t seem very effective. Axe offers a few more self combos with the mobile fire field, but the overall DPS of the axe primal burst also felt lacking.
Torch #4 looks cool, but it didn’t seem to do much damage. Also, the 400 range seems too limited. After a while I sort of stopped using it since it didn’t seem to be worth activating it.
Torch #5’s mobile fire field seems like it should be useful, but I was having a hard time really making good use of this. There are a few self-combos, but the main beneficiaries of this would likely be other players, and it was hard to coordinate with anyone in the beta setting. Beyond the fire field, the dps from this skill seems too low.
I also tried out GS, Longbow and Rifle. GS primal burst doesn’t seem very useful. Meanwhile, the Longbow primal burst seems hard to use effectively – lining up mobs in a tight narrow formation tends to be very terrain dependent. I did find this worked a bit with kiting, but usually the mobs only hit a max of 2 circles before the duration ended. I could probably hit them about as often with the large radius of a fully charged regual LB burst, likely dealing even more DPS. As a warrior player that enjoys using long bow, the primal burst is simply too weak compared to the normal burst.
The rifle surprised me a bit – I tend to dislike rifle over all, but it’s primal burst almost seemed viable. Unfortunately, the rest of the rifle skills remain problematic, and even the slight IAS from berserk doesn’t fix that.
About that IAS, I never really noticed much of a speed improvement while berserk, and I didn’t notice much increase in overall dps from it. I think that increasing this could help. Alternately, a further boost in power, fury or conditions while berserk might be a solution.
The berserker needs some enhancements. In its current form it doesn’t offer enough to make me switch from using other warrior builds.
(edited by Kalendraf.9521)
Didn’t meet expectations
if you cancel the craft all mid-stack, the box on the left of the buttons will contain the number it got to. if you just click craft it will craft that number.
essentially there is no ‘craft 1’ button, it is a ‘craft specific amount’ button. the specific amount is whatever is in the box to the left (which can be changed to 1, if that’s what you need).
in other words, this is not a bug.
I guess I need to clarify this. I entered “1” for the number to craft and pressed the button for craft next to it. That’s what I meant by Craft 1. However, it kept crafting and didn’t stop after 1. I’ve updated the original post to include this information.
(edited by Kalendraf.9521)
Dont forget Ele Dagger – since when was Dagger a Ranged Weapon :P.
Not sure if trolling or not…
In GW2, dagger attack skills have some degree of ranged effect for each class that can use them (e.g. ranger #5, thief #4, ele #2, necro #2), thus dagger has been a ranged weapon in GW2 for every class since it launched.
From a broader gaming perspective, Daggers have been useable as thrown ranged weapons in various RPGs all the way back to original D&D.
Very often, when I try to activate a shout like “For Great Justice!”, the skill doesn’t activate at all. It doesn’t matter if I use a hotkey (7,8,9) or mouse-over and try to click it directly. Sometimes after several attempts it will finally activate.
The issue started showing up after the 6-23-2015 update, and I have not observed this specific behavior with any other skills besides Warrior shouts since that update. It may also affect Guardian shouts, but I have not used the guardian much since that update to test this.
I originally thought that the problem might be due to lag or a high ping, but I am seeing this behavior with sub-100 pings and in map areas that are not highly populated as well as in areas with other players.
I encountered this issue this morning while refining some Elder Wood Logs. Here is the scenario:
1. From crafting tab, selected the refine option to make Elder Wood Planks
2. Clicked Craft All option.
3. After refining about 100 planks, I clicked Cancel.
4. Realizing I needed 1 more, I clicked the Craft 1 option. (to clarify “Craft 1” means I entered “1”, then pressed the Craft button next to the value).
At this point, instead of just making 1 more plank, it resumed doing the craft all option. This seems like a bug.
Updated to clarify meaning of “Craft 1”
(edited by Kalendraf.9521)
I play pve not pvp or wvw,
For PvE, I recommend Longbow over Rifle. The Longbow features more AoE (good for tagging more mobs for drops) and more utility. For example, fire fields are good for might stacking and to get burning on projectiles which makes the LB burst attack very handy in group content.
I think warhorn for ele could be fantastic, and it may open up some AoE options that a traditional weapon wouldn’t really fit. I’m expecting that the warhorn may give eles access to some new AoE attacks with effect areas that completely change-up what players have been used to. Instead of simple line and circle AoEs, the warhorn might give them access to cone/pie-shaped AoEs possibly able to hit vastly larger areas at longer ranges. The skills could also have strengths of damage or effect at different ranges.
It brings back fond memories of some first edition D&D campaigns with the Horn of Blasting. It could blast through castle gates (using structural damage rules), or it could demolish a large group of foes. If they used something like that for inspiration, the ele spec’s warhorn skills could be really potent, and the class could be lots of fun to play.
I’ve got world map completion on 4 of my toons (Warrior, Necro, Thief, Guardian) and did my map completions in roughly that order as well. All of that was done prior to the 6-23-2015 skill updates. While later ones definitely benefited from the learning curve aspect of knowing how to finish up hearts and maps more quickly, the class was also a factor. I know this because my subsequent work on map completion with a mesmer seems to be going slower.
Thief was probably the fastest out of those I’ve map completed so far, and while movement is a factor here, another important reason was stealth. Being able to completely avoid mobs near some of the Vistas, PoIs, and skill challenge (now called Hero challenge) commune locations greatly helped in the speed at which I could clear maps. Stealth is probably less of a benefit for hearts, but it might still help with a few.
I wish these convertors didn’t have a limit at all. That goes for Mawdrey, the Star and Princess. However, the biggest problem is with Princess since Dragonite is by far the easiest of the ascended mats for me to gain in volume. I’ve already had a few days where I gained more dragonite than Princess was willing to consume.
I do a lot of world boss events, which doesn’t seem that unusual. There are other players in my guild that either have run or still run the world boss train. It’s not hard to get over 150 dragonite per day with fairly minimal effort and playing time. Some days, such as when guild missions reset, I usually earn even more. If I venture into the Silverwastes, the dragonite ore rains down even faster, and it seems easy to gather full stacks of the stuff from there in very short periods of time.
IIRC, I’ve still got about 60 stacks (~15000) of dragonite ore built up and tying up pack space on some lesser used toons. With the rate at which I can gain dragonite (~150 per day) compared to the rate at which Princess eats it (range of 150-300, but 200 seems to occur most often), my average net is about -50 per day which means it may take the better part of a year to chew threw my backlog of dragonite ore. All the while it’s tying up precious inventory space.
I strongly disagree with changing up the pre-events for megadestroyer. The loot is already quite rewarding for those who actually bother to do the pre-events.
The pre-events spawn tons of destroyers, and most of them seem to be able to drop loot. As a result, the pre-events for megadestroyer should be viewed as what they really are: destroyer farming events. I have gotten many rares as drops off the mobs, plus lots of salvageable drops, many T5/T6 claws and sometimes destroyer cores or even lodestones.
Meanwhile, the final boss fight now goes really fast. Megadestroyer was one of the bosses that did not get its health doubled. The added dps from the removal of the condition cap wrecks this guy fast.
Map: Dredgehaunt Cliffs
Location: Munitions building in De Molish Post (south edge of map)
Scenario: Working on completing nearby heart: (http://wiki.guildwars2.com/wiki/Help_Explorer_Brokkar_sabotage_dredge_munitions)
After breaking through door and destroying the objects inside, I completed the heart. However, my character was then immediately placed into a small area below the floor, and there was no path or interactive method to get out of the building besides using a waypoint.
I suspect that the completion of the heart may be causing the interactive objects like the door and enter-able building to removed and the character is getting sent to the nearest location which happens to be an otherwise inaccessible pocket located below the building.
you’ll just die more and occasionally miss the loot.
Say what?
Outside of Triple Trouble and Teq, deaths at a boss should ultra-rare occurances, regardless of gear. If not, there may be an L2P issue. During those rare occurances where death does occur at a world boss event, the boss chest will still up for fairly long period of time, allowing you to loot it once the nearby players rez you, or in the worst case, you run from a nearby waypoint. Also, this doesn’t affect the bonus (aka bouncy) chest – you get those even if you’re taking a dirt nap.
Reasons for missing loot includes failing to tag the boss before the event ends (mostly only a problem for people arriving way too late), disconnects or the infrequent glitches that sometimes cause people to not get credit for a boss event. None of those are dependent on gear stats.
So have no fear about wearing zerk gear to a boss fight.
Back in 1st edition Dungeons & Dragons, the Unearthed Arcana book introduced a thief variant called the Thief-Acrobat which utilized a staff. IIRC, the class had a lot of special movement abilities like tumbling attacks and evades that allowed it to get in and out of combat easily.
I think something like this could translate into GW2 very well, possibly resulting in a specialist thief class that could have a very high number of evasive moves. It could feature a larger than normal dodge bar or ways to instantly recharge it, etc. The staff could provide several forms of acrobatic style attacks (pole vault charging leaps, aerial spins, etc)
I think I’ve been encountering something similar since the 6/23 update. At world bosses, I find that my warrior can’t reliably activate some of the skills with slightly longer activation times, such as banners. Within about a half second of activating the skill, it suddenly cancels, despite no incoming damage, interrupts, etc. Sometimes, I can’t even activate the skill at all. Faster activating skills like weapons attacks and stances don’t seem to have this issue.
I did Golem yesterday with most of the zerg standing in the normal location on the boxes, and we didn’t have any problems. There were some jokers in map chat shouting stuff like “OMG! 2 minutes in and it’s only down to 80% health. We’re gonna fail!” It died after about 8 to 9 minutes, leaving plenty of time to spare out of the 15 minute timer. That seems roughly on par with the times I had seen prior to the 6/23 update.
It did seem that burning was helping quite a bit. At times when the boss health rate wasn’t dropping as fast, it seemed to have fewer stacks of burning (< 20), but when there were 40+ stacks of burning, the golem’s health was dropping at a fairly rapid rate. So I’m wondering if those maps having difficulty aren’t stacking enough burning?
tl;dr – ranged zerg on boxes still works fine – just bring enough burning (fire fields for projectile combos, etc)
