Showing Posts For Kellie.3687:

I Don't Like Agony. Do You?

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

For all we know it could take one run to get your stuff… and another thing we don’t know if Agony affects you depending how many times you’ve been in the dungeon. So some people may need 0 Agony on their first run while the same person in the same group will need 24.

People are jumping on the wagon and screaming bloody murder before knowing all the facts. One legitimate complain would be crafting has now become a joke, unless they allow crafting of the items.

Let's Talk: Burst Abilities

in Warrior

Posted by: Kellie.3687

Kellie.3687

Change “Increases Burst damage” to “Leadership”
-When using a burst skill you will now give a boon to your group* depending on weapon burst skill in main hand. Each point in Leadership increases boon duration by 1%.

Great sword – Gain fury 5s
Hammer – Gain Retaliation 3s
Longbow – Gain 3 Might 6s
Rifle – Gain 3 Might 6s
Axe – Gain Vigor 2s
Mace Gain Protection 3s
Sword Gain Swiftness 3s

*Group being 5 nearby allies, 600 range.

To clarify on Ascended Gear...

in Guild Wars 2 Discussion

Posted by: Kellie.3687

Kellie.3687

Rather than screaming and crying about changes that add one new gear step, I am just going to get that next gear step… it is one extra upgrade oh well. May as well just look at it like they launched without completing the gear system.

The pvp did not launch with a spectator mode, and they said they wanted this to be an ESport, cant be an ESport without it really, or at least a good one. Just look at it as them polishing their gear system, one new step in the line means very little in all reality.

For WvW They can just force the upgrade back down to current gear to keep people happy, problem solved.

(edit: not a bug) Shield Master +90 Toughness

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Posted by: Kellie.3687

Kellie.3687

@andreasels, just check, its not that. I really do think this is a bug

(edit: not a bug) Shield Master +90 Toughness

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Posted by: Kellie.3687

Kellie.3687

You may have already checked this but too be sure, does your mace and shield have the same stats as your Hammer? for example M&S=179 power, 128 Vitality, 128 toughness and Hammer = " "?

Sounds really obvious but important to check.

Edit:
After trying this my self, I also go from having 24xx Toughness down to 23xx toughness after switching to bow, and then back to mace & shield again. Rather awkward. Until I am out of combat and do another switch back and fourth it ends up back at 24xx… needs fixing traits shouldn’t affect you negatively!

(edited by Kellie.3687)

Alpha Seriously Should Not Target Non-Players

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Its even better when you have a Ranger and a couple of Necros that have 5 points in death and cannot remove that really bad pet in your party. I have no idea why they allow stuff to spawn on pets, it is the same with Lupi phase one grubs… just one huge over sight.

Nov 15th patch warrior dreams

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Posted by: Kellie.3687

Kellie.3687

Id like mace to become 0.25 rather than 0.50 per swing or at least the first two swings on 0.25.

GW2 dungeons - a wood chopping simulator

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Reducing all mobs health in dungeons by 25-50% and stopping people from skipping 90% of the mobs would be a start.

Ranger update

in Ranger

Posted by: Kellie.3687

Kellie.3687

@Morphic, while some of the lines done suit all of the animal types put in to the list, it still benefits other ones, so some may get less of a boost via their trait line… I am sure that it could be mixed up more effectively.

I tried to make it more simple by adding four in the adept line, but I don’t think it would be to much for people to grasp, maybe it could be made even more simple, not sure… It is not even really needed in all honesty, just thought it would be fun ^^

But saying that, its no less weird than some of our other things ^^ We could switch condition duration and condition damage around, would make more sense. In fact, it makes more sense if they both have condition duration, as it is for the set pet type only.

(edited by Kellie.3687)

Ranger update

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Posted by: Kellie.3687

Kellie.3687

Defensive Training (Drake, Canines, Devourer and Shark)
Toughness (10) and Condition damage (10)

Adept Minor trait = (Evade) When you use dodge, drakes, canines, devourer and sharks evade the next attack within 3s. (5s CD)
Master Minor trait = (Thick Skin) Your Drake, Canines, Devourer and Sharks gain Aegis every 60 seconds.
Grandmaster Minor trait = (Gift of protection) Your Drake, Canines, Devourer take 75% less damage from area of effect damage.

Adept Major trait (I) = (Charge) When your drake, canine, devourer and shark cause a combo finisher they gain Frenzy 5 seconds. (10s CD)
Adept Major trait (II) = (Harass) When your drake, canine, devourer and shark interrupt a target, they cause cripple 2s.
Adept Major trait (III) = (Protector) Your drake, canine, devourer and shark will gain 5 stacks of might, when you reach 50% health. (10s CD)
Adept Major trait (IV) = (Punish) When you activate your F2 skill, your drake, canine, devourer and shark will cause a Blast effect.

Master Major trait (V) = (Roar) When your Drake, canine, devourer and shark takes 20% damage from one hit, they will cause Fear 1s. (10s CD)
Master Major trait (VI) = (Embrace) When you switch to a Drake, canine, devourer or shark they will have protection and Aegis for 5 seconds.

Grandmaster Major trait (VII) = (Bond) Your Drake, canine, devourer and shark will take 20% of all damage you would have taken.
Grandmaster Major trait (VII) =(Sacrifice) If you would have died from damage, your pet will take your place, you also gain frenzy and 3 stacks of might for 10 seconds. (30s CD)

Vital Training (Ursine, Porcine and Armour Fish)
Vitality (10) and Compassion (10)

Adept Minor trait = (rejuvenate) Your Ursine, porcine and armour fish have a 30% chance to apply regeneration 3 seconds on auto attack. (5s CD)
Master Minor trait = (Swipe) Your Ursine, Porcine and Armour fish auto attack now hits an extra two targets.
Grandmaster Minor trait = (Gift of strength) Your Ursine, Porcine and Armour fish take 75% reduced damage from area of effect attacks.

Adept Major trait (I) = (Attention) If your ursine, porcine or armour fish are not attacked for 5 seconds, their next attack will cause cripple for 2 seconds.
Adept Major trait (II) = (Muscle) If your ursine, porcine or armour fish take 20% damage in one hit, they will gain protection for 5 seconds, and cause their next attack to immobilize the target.
Adept Major trait (III) = (Headstrong) Your Ursine, porcine and armour fish take 15% reduced damage from all attacks.
Adept Major trait (IV) = (Bliss) Ursine, porcine and armour fish will remove one condition from themselves every 10 seconds.

Master Major trait (V) = (Heavy Weight) Ursine, porcine and armour fish gain stability for 3 seconds when you activate their F2 skill.
Master Major trait (VI) = (Sure footed) Ursine, porcine and armour fish gain swiftness for 5 seconds when they are crippled or immobilized.

Grandmaster Major trait (VII) = (Vitality) you and your Ursine, porcine or armour fish gain regeneration every 30 seconds for 5 seconds.
Grandmaster Major trait (VII) =(Effective life) Your ursine, porcine or armour fish gain an extra 200 vitality, and also gain 10% of their vitality as power.

(edited by Kellie.3687)

Ranger update

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Posted by: Kellie.3687

Kellie.3687

after saying, I would like to see an independent pet tree, that we would have to really specialize our pets, I thought I would make a trait tree as an example of what it could be. It may have a fair few holes in it, and some may be rather odd or imbalanced, but I thought I would still give it a go, as why make a suggestion and not try and be a little creative / constructive!


Wild Training (Felines and Spiders)
Precision (10) and Critical damage (1%)

Adept Minor trait = (Infected wounds) Felines and Spiders now cause poison for 1 second on critical hits.
Master Minor trait = (Wild bond) Felines and Spiders now give you might for 3 seconds on critical hits. (5s CD)
Grandmaster Minor trait = (Gift of precision) Felines and Spiders now take 75% reduced damage from area of effect attacks.

Adept Major trait (I) = (way of the wild) on critical hits felines and spiders give allies might for 3 seconds, 600 range.
Adept Major trait (II) = (Hidden path) When your felines and spiders takes 20% damage in one hit, it will gain stealth for 3 seconds.
Adept Major trait (III) = (Mark of the wild) When your felines and Spiders apply a condition, it is applied to a nearby enemy.
Adept Major trait (IV) = (Hunters prey) When your felines and Spiders attack a target with 50% or lower health, it does 5% more damage.

Master Major trait (V) = (Stalker) When you activate your F2 ability, felines and Spiders gain 3 seconds of Stealth.
Master Major trait (VI) = (The hunt) Your felines and Spiders have a 30% chance to apply Cripple for 1s on critical.

Grandmaster Major trait (VII) = (Blood hunt) Felines and Spiders have a 30% chance to apply Bleed for 3 seconds on critical.
Grandmaster Major trait (VII) =(Frenzy) Felines and Spiders have a 30% chance to apply Frenzy to allies for 3 seconds on critical, 600 range.

Fleet Training (Moa, Bird and Jellyfish)
Power (10) and Condition duration (1%)

Adept Minor trait = (Joyful) When your Moa, Bird and Jellyfish apply a condition, allies gain regeneration 1 second, 900 range. (5s CD)
Master Minor trait = (Fleet) When Moa, bird and jelly fish are hit by a critical allies gain swiftness 5 seconds, 900 range.
Grandmaster Minor trait = (Gift of sight) Moa, Bird and jellyfish now take 75% reduced damage from area of effect attacks.

Adept Major trait (I) = (Birds eye) Your moa, bird and jellyfish now cause vulnerability for 10s when you use your F2 skill, 300 range.
Adept Major trait (II) = (Panic) When your moa, bird and jellyfish take 20% damage in one hit, it will blind all nearby enemies, 300 range.

Adept Major trait (III) = (Flourish) Your moa, bird and jellyfish now give Vigour to all party members for 3 seconds when using F2, 900 range.
Adept Major trait (IV) = (Retaliate) When your moa, bird and jellyfish apply a condition, they have a 30% chance to give retaliation to all allies, 600 range. (5s CD)

Master Major trait (V) = (Flail) When your moa, bird and jellyfish Critical hit, they hit two nearby targets. (10s CD)
Master Major trait (VI) = (Pain) When your moa, bird and jellyfish Critical hit they have a 30% chance to cause weakness, 1 second

Grandmaster Major trait (VII) = (Escape) at 75% health your moa, bird and jellyfish cause blind to all enemies, 600 range. (10s CD)
Grandmaster Major trait (VII) =(Cripple) If your moa, bird and jellyfish are subject to a direct attack, they will cause cripple 2s to the target and gain retaliation 2s. (5s CD)

(edited by Kellie.3687)

Ranger update

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Posted by: Kellie.3687

Kellie.3687

I would love to see a separate trait tree for pets. And I do not mean the beastmaster line. Have a global pet talent line, that really specializes the pets you use more, fond of using bears? well at the end of the Vitality/Heal line there will be a nice trait that makes your Bears auto attack cleave, while taking reduced damage from AOE. Fond of using cats? well at the end of the precision/critical damage tree there is a nice trait that increases cats critical chance and reduced damage from AOE.

Obviously these could effect more than one type of pet, was just an example but it could really help fine tune peoples pets.

Why Do People Dislike Their Rangers?

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Posted by: Kellie.3687

Kellie.3687

My main issues are long bow fires at 1.25 rather than 0.45 as its tool tip states, try the warriors long bow to feel the difference. Pets in explorable dungeons are rather squishy to AOE leading to mainly Bears, devourers or spiders as pets. In WvW when defending keeps, pets are fairly weak leading to fern wolf and red moa for regen and fury while on walls.

There are a fair few of issues like spirits being poor, shouts being rushed and poorly done. But most can be avoided but pets you cannot avoid and do have some issues resulting in less choice.

Ranger update

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Posted by: Kellie.3687

Kellie.3687

@joker, have you tried a Ranged warrior, using Longbow for AOE and Rifle for Single, works fairly well, you will have more health, more armor and the same if not more damage, all without a pet.

Hope that does not come across wrong, because it is all true, what it sounds like you are seeking is already in game, don’t worry about the broken spirits, the banners work well, and the warrior signets are fairly well done as well, so it is not like you will miss anything.

Pet suggestion: visibility of buffs and debuffs

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Posted by: Kellie.3687

Kellie.3687

Would also love if the pet health bar was a little more visual and easy to keep an eye on at a glance, in pve dungeons where I have to switch my pet every 16 seconds, and time my own heals with my pets health, and make sure I time my pets immunity. Having to look at the tiny red bar all the time, feels as if it is taking away from the game a little.

I would not mind something like the guardians fire effect that builds up to show your next attack will cause burning. But only the flame would build up when your pets health is getting lower and lower. I am not sure what really would work, but I do find my self having to watch my pets health bar, way more than I should have too.

I also would not mind if the Health globe in the middle of the screen was split in two down the middle and have the pets health in green to the right while keeping our own health in red to the left.

Arah Story/Zhaitan - Seriously? -_-

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

SPOILER ::: Dragons get larger with power, or Magic. You killed the poor things mouth, it cant eat after being woken up after years of sleep, much like your body eats away at muscle when you are starving. Poor thing had not eaten properly in a while, and was trying to get protein i mean mana, and YOU went and smashed its mouth it, so it could not eat anything. You even poked him in the eye a few times for good measure, and that is why he flew in to the side of the ship rather than just crushing it, because he didn’t go to speck savers!

I bet if people didn’t kill his creations that he spent time making, and trying to starve the poor thing to death no pun intended, I am sure we could have come to some kind of understanding, after all he stored most of his creations under the sea to try and be tidy.

Ranger pets are useless for several reasons.

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Posted by: Kellie.3687

Kellie.3687

I love my pets in pve, and have little issue looking after them through out during trash pulls in explorable, however unless I am running Bears, Devourers or Spiders they will die to random area of effect damage, fairly often I can pull Cats and Birds back out before AOES hit them, however it kind of defeats the point of having a damage pet out, that instantly dies if it is in combat for any real duration.

Even Bears take high damage, and need constant pulling around to keep them alive, but it gets to the point where I have to ask, the point of controlling a pet to keep it alive so that it can do no damage while running back and forth.

I could understand it if my pet had the main threat, and getting its fluffy face smashed in, that it may die fairly often, but why must my pets die to sneezes not even directed towards them. I can only switch my pet every 16s and its a 50/50 that my pet will come back to me when I am spamming “f3”, I don’t mind that I have to play two players when playing a ranger, but please give us the tools to properly manage our pets, Allow us to Re-bind Passive to another key, as well as store pet, make the keys take priority over all pet attacks, and increase their passive movement speed by 15% so when specing with the extra 30% they can move at 45% speed, if its an issue just remove the passive 15% from pvp.

Pets really do need some love right now, and saying they are fine is rather odd, when using a very few of the “vast” selection of pets that we do have is the norm. And please stop Grubs spawning on pets during Lupicus, I don’t even know why it does in the first place other than to screw over melee ranger pets and the 5 point necro death magic trait line.

I don’t mind boss fights having an ideal pet to use, in fact its apart of the game I imagine, apart from the fact that the vast majority of pets are useless during boss encounters. Please in the future have a little fore sight with the boss encounters, and make sure they do not remove the use of 32 out of the 39 pets available on land. Having a melee pet out should always be an option, if you do not want people to have the option to run a melee pet, I would suggest adding more ranged pets, because the 7 current choices could really use fluffing out if you want the vast majority of fights to be using ranged pets.

I hope this does not sound too much like a rant, I just have very little hope that such a fix as reducing AOE damage to pets will come at any point in the near future, mainly because of how attacks work in this game. I do love my ranger, and will be sticking with it through any future difficulty’s, even if it means ending up playing an auto attack class that watches its pet die from enemy wet farts.

Pet overhaul

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Posted by: Kellie.3687

Kellie.3687

I do feel that pets should be taking 75%+ reduced damage from aoe, however in T/Spvp, I still believe they need to take reduced aoe damage, but perhaps a little less than 75%+ more like 50-60%, in WvW it should stay 75%+.

Of course this is just an opinion, and I am no math genius or a balance developer. But people should have more choice in PvE Dungeons, to use different pets than just bears or ranged pets. I run in full Zerker gear in every slot, however I am 30 in beastmaster tree. I have no issue dodging and evading attacks during Lupi, Alpha and almost any other Dungeon boss, I control my two bear pets fine and they often do not die, if at all during an entire dungeon. However when ever I switch to Cats, Pigs or any other medium to high damage and balanced pet, they struggle to survive the 16s duration between switches, and pulling them back with “f3”.

I do love having the ranger being a pet class, I have no issue with it being a large portion of our damage, I just wish they where more effective. Along with the other suggestions made in this post, I do feel for pve dungeons, reduced area of effect damage is fairly vital.

Ranger update

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Posted by: Kellie.3687

Kellie.3687

Sdric.8526 if you can do 2.5k Crits with that +25% damage from vulnerability, and add another 20 stacks of might, I guess you could hit 3.3-3.5k But I cannot imagine 4k critical hits… Unless he is doing it on a Warrior that has Frenzy enabled…?

What ever the case, I imagine it is extremely rare and unlikely to happen very often, if at all. I run around in full Zerker gear in every slot and during arah we often have 25 stacks of Vul on the mob and I have yet to hit 4k damage on ranger… I have over 600 hours across my Ranger and Guardian.

Ranger update

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Posted by: Kellie.3687

Kellie.3687

From a pve view, I Feel my ranger is pretty awesome, when I switch pets every 16s getting quickness really throws my damage up their.. my main issue is people say rangers are super simple, while they are they are fairly complex to really manage your pet well, not from a mechanic point of view, but from an actual I do care if my pet dies, but want to use melee pets.

I have to switch my pets in and out so often, pull them away from aoes so often that they are hardly in melee. Yes its fantastic damage when the jaguar is doing damage, but you cannot always keep the pet alive via switching and pulling. Lupi is a good example even using ranged pets is a nightmare, and you HAVE to use ranged pets due to the stupid grubs in wave one. Whoever though letting stuff spawn on PETS really slipped up in all honest for this games combat.

I can keep my pet alive almost permanent using two bears or a bear and a jaguar, but some boss fights are so poorly designed and obviously have had no thought on how it would impact a pet class, especially one where the pet is 50%+ of our damage, I love my pet doing a large chunk of the damage, i really do. I just wish the pets didn’t get hurt so much from Area of effect skills and non targeted attacks, we may then be able to use more than a few select pets in dungeons.

Adding a reduced damage trait at least to the beastmaster tree, such as 80%(30% in tpvp) reduced damage from all area of effect skills. Speeding up pet movement by 15% passive and reworking the vast majority of “F2” skills and allowing these skills to function better on moving targets, along with changing the “f3” command to override all functions and work instantly.

What's your Funny Pet Name?

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Posted by: Kellie.3687

Kellie.3687

Admiral Paw – Brown bear.
Captain Breeze – Polar bear.

They enjoy tanking explorable bosses, and the odd instant death from Aoe circles, they can often be stubborn and not return to me when I spam “F3” because they are higher ranking than me… Together they lead the last hope of the Twelve Colonies, to which they have migrated from their ancestral homeworld of Tyria. The Twelve Colonies have warred for decades with a magical race known as the Dragons, whose goal is the extermination of the Bear race.

Tune in next time on Bearstar Galactica!

Let's speculate on the changes

in Ranger

Posted by: Kellie.3687

Kellie.3687

Traits:
-Natural healing, [renamed] to natural companion.
Your pets have natural health regeneration, and takes 80%(30%tpvp) less damage from Aoe.

-Companion’s Might
Critical hits grant might to your pets, for 6 seconds.

-Speed training [Removed]

-Compassion training [Renamed] to Companion training.
Pets heal for more, and their skills recharge 10% faster.

-[New trait Beastmaster Master major trait] Enrage
When your pet dies, you gain Frenzy(10s), Swiftness(10s) and Vigor(5s).

Changes i would like to see.

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Posted by: Kellie.3687

Kellie.3687

80-90% aoe damage reduction would be fantastic for pets in all honest, hell if they are worried about structured pvp, they can make it only 30% in structured pvp. But right now it would really go along way in some of the pve dungeon fights, tired of my pet not returning to me in time or just out right ending up with ranged pets only.

Pets you'd like in the future...

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Posted by: Kellie.3687

Kellie.3687

Ranger update

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Posted by: Kellie.3687

Kellie.3687

One thing I would love, is to have added to the major trait in beastmastery line,

Natural Healing now renamed Natural Companion.
Your pets have natural health regeneration, and take 80% less damage from area of effect skills. (30% in pvp)

I am 30 points deep in to beastmastery at the moment, and my bears die way to fast in instances, and not because of the vast majority of single target skills that my pet will not lissom to me and run back to me when I press “F3”. I have the fantastic 16s pet switch and I love it, but it is still not enough when a boss spams the entier floor with red circles and my pet “Captain Paw” dies, I then summon “Admiral Breeze” and he dies to Aoe too!

Now these are both Bears, and they defiantly care! The main boss I am thinking about is the one in HOTW with the two quaggan adds. His Aoe spam eats my poor bears and I’m fed up!

Guide to Kill Giganticus Lupicus in the Arah Dungeon.

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

I melee the 3rd phase, I find it helps the group a fair bit if Lupi agros me in melee, as every one can pretty much stand around and shoot him. Some times he will continue to chase other people but half the time he will fight me in melee.

To melee him make sure you have stability to get out of his prison orb, and make sure you have a stun breaker as well. Make sure that you reserve dodges for his barrage attack, some times it will still hit you once or twice for 2-3k after you dodge out of it. Having a second source of stability can be a real help, if he hits you twice in a row with the prison orb.

Did hammer just lose their light field?

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Posted by: Kellie.3687

Kellie.3687

ah cool after looking again due to Akamon message can confirm it still acts as a light field but the tool tip has been changed to no longer say that it is a light field… hope we get to continue keeping it.

Did hammer just lose their light field?

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Posted by: Kellie.3687

Kellie.3687

My ring of warding has no Light field anymore as well, so we just have one light field on the hammer now from the symbol. Not sure why they removed it as it had a fairly long cool down anyhow. Noticed this a while ago, but cant pin point where it was changed.

Arah, explorable skipping

in Bugs: Game, Forum, Website

Posted by: Kellie.3687

Kellie.3687

I assume its a bug, as it is not standard practice in any other instance.

Right now at least in path three, you can train through the vast majority of trash, and it will reset, meaning rather than putting time in to the instance you can cut the required time to finish by over 66%.

Many other paths/instances are suffering from similar issues, with people skipping chunks of the content. Really does need to be addressed.

Arah - why?

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

GW1 had no leashing at the start. It was abused harder than you could ever have imagined. I don’t think you want no leashing.

Different games, it’s not like we are talking out side of instances. In the instances its needed right now.

Arah - why?

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Takes us around 1 hour and 10 minutes without skipping trash. It’s not that bad, it’s just people are so use to doing easy, quick mindless content. If anything they should make the other instances as long as Arah.

I do hope they stop mobs from leashing. It kinda takes away from the value of the armor set in its self. Fairly obvious that it is not intended so I imagine it will be changed in due time.

Healing power good or waist of stats?

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Posted by: Kellie.3687

Kellie.3687

In all honesty I think right now my Virtue heals me and my party members around me for 103~ or so each second, if I check that over 40 seconds that is 4120 healing, my own “6” heal is healing me for around 8200~ its not all that bad for a free half heal, even if it is spread out over a duration. This is of course with only 300 healing, but when you break it down, I feel it really is worth it, especially when its giving it to my allies, even if it gives it just me to and two others that would be 12360~ healing over 40 seconds.

Not to bad in all honesty, never focused heavily into it however. Lots of little heals soon add up, just don’t get your self killed before it has its value!

Can we get someone from Blizzard to help ANet out?

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

These instances are much better than WoW ones, the only down side is that currently the rewards are a little poor via drops, the token rewards are fine and stay true to their founding game.

As a play that plays Tanks or Healers in other MMO’s I still play a fairly durable role, however the party does not rely on me carrying them through instances, and that is what most instancess have become in many other games, one or two players carrying the party. At least in Guildwars 2 the party members all shoulder the responsibility a little bit more, while you can still carry people it is to a much lesser extent, and in return the people that do struggle will learn to stand on their own two feet, you cannot learn by being babied like many games do right now.

Things they can do to improve these instances:
Change their idea of all content is high end, and make instances have a difficulty scale, low level ones can teach more such as more simple spell effects, smaller circles to get out of.

Better loot rewards for players from each boss encounter. (currently being worked on)

More notable features on the mini map. This is mainly aimed at party leaders with no voice communication, using the Shift and click on mini map you can then point out objectives more clearly while setting up a plan of action for the instance event.

More consistency on spell effects, such as having set delays on red circles for a type of attack, unlike champion spiders and Lupi in arah, where it is based on travel distance.

Overall these are small things but take time to change, and I am sure we will see changes in the future of the game that will make content more “assessable” to the players that are currently struggling with the new game style of this game, however, throwing the toy out of the pram and saying its to hard I don’t like it, will not fix anything, and if you do not like the game style in any shape or form it is unrealistic to expect them to change the entire way a game works, changing a combat system that has been built in to the game from the ground up is not an option. Me my self, love this game and how it works, and hope they do not change to much, I just feel they need to implement some learning tools for players that struggle and help them out a little bit, because at the end of the day, no body likes and empty game.

(edited by Kellie.3687)

guardian so low, why? :(

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Posted by: Kellie.3687

Kellie.3687

I have 20.2k Health with Power/toughness/Vitality gear, I also have 300 from my Tree. Seams fine to me… I could get away with 15k health at the moment, but find 20k gives me wiggle room.

Giganticus Lupicus bugs

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

While its not a bug, it prevents melee game play. His Aoe barrage instantly hits melee because its calculated via travel distance, making it near impossible to melee during phase 2.

Is it not enough that we can only Melee during phase 3? Phase 1 you cannot go near because of Grubs.. oh and on that note it also makes necromancer minor trait, that summons a jagged horror a joke because he will spawn grubs on them in melee and instantly eat them.

Sure I can understand that you don’t want melee in parts of the fight but phase 1 and 2? Would be nicer if the barrages had a fixed landing time rather than instant in melee while having a stupidly long delay at range.

Also during phase 3, his Single aoe attack where he bombs an area with many hits, pre targets you with each bullet, so even if you dodge out before being hit and are away from the targeted zone will still follow you out of the area and hit you… may be intended but looks terrible in melee from a visual stand point.

Meleeing Lupi in phase three.
http://www.youtube.com/watch?v=61RmmrliJZo&t=43m11s

Getting hit by pre targeted barrage from Lupi, after dodging out.
http://www.youtube.com/watch?v=61RmmrliJZo&t=43m58s

I really do love this fight, but it really could use some fine tuning like making travel distance of skills more predictable while in melee during phase 2 and 3, phase 3 is fairly easy to melee right now, phase 2 is rather difficult.

Other stuff:
Champion spiders:
Placing most of the aoe shots on melee, and firing many circles, stacking damage. Also calculates landing time via travel distance meaning melee have little chance to dodge these, also complicated by spiders cone attack having same animation as spit aoe circles.
Circles with travel time:
http://www.youtube.com/watch?v=61RmmrliJZo&t=54m01s
Circles with travel time hitting melee:
http://www.youtube.com/watch?v=61RmmrliJZo&t=54m10s

Abominations before Lupi:
Can be controlled while being listed as Unshakeable. Also they do not build stacks of Frenzy as listed. Video Link to show Abominations, using CC and not gaining any form of Frenzy.
http://www.youtube.com/watch?v=61RmmrliJZo&t=32m45s

Risen Mages:
Focusing red circles on melee leaving 4 circles right in melee constantly, don’t seam to have been adjusted like during beta to focus a little more on ranged with circle spam.

(edited by Kellie.3687)

HOTW is boring

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Don’t mind Path one and Three, even if many of the bosses are very boring. Path Two however them two Ice Golem things… after the upset polar bear! Good god, cut their health by 33-50%.

I don’t know if you have given monsters an extreme amount of health to try and encourage DPS builds or something but it really does not work, just makes people feel bored and start to dislike the instance, high health pools do not make hard npcs.

I Do know that your original intention was to have instances last 40-60 minutes or the vast majority of them, and HOTW instances for an average group takes around 30-40 minutes, but extending the time to complete by more health is not the way to do it.

Not zoning in same instance?

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Just an update; We found a work around for this… The player that is stuck outside logs out of game for 5-15 minutes while outside of the instance, and then once that time is gone they can zone back in with the party.

giganticus lupicus

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Like many of the above have said, Lupi is the best designed of all the current bosses. Around the right difficulty, could do with increasing the difficulty at the start of the fight maybe just a few more locus adds (1-2). And then the rest of the fight is fairly well balanced.

They could lower his health by 10-15% however and I wouldn’t complain much. ^^, Would be awesome if more bosses where scaled like Lupi especially end bosses. I remember first time doing this boss and feeling like he was hard but never felt too hard, and we got it on 4th attempt, now we do it first time every time.

Our first kill took 30 minutes alone, now we kill him in under 12 minutes.

Not zoning in same instance?

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Second time in 4 instances, a friend got put in a different Arah instance, now today a different friend got put in a different HotW instance? I had this bug during beta and then at release and now others are getting it again a month later after it was meant to be solved?

We tried reforming, zoning in and out, logging in and out, we tried a fair bit for about 40 minutes until it was decided that the instances just where not going to work with our friends so we couldn’t play with friends… again.

Anyone know any work around until this issue gets fixed again? or just take different people until its fixed I guess.

Personal space issue

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

the problem is my “1” auto attack stops swinging if I don’t move closer its short range stops me from meleeing it.

Personal space issue

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Its not that, its not kinda something cripple can solve its hard to put in to words I guess. You know the option to stop your self from walking through NPCs so that you can still hit them in melee, like target assist or something cant remember from the top of my head, it’s like the NPCS have this enabled when they do not need it, as they can still hit you even if you are on their hit box.

The other issue of it is, to tackle it you just keep walking forward in to them till they back into a wall then they cant keep back stepping, its really bizarre that it is in game and feels very out of place, the main example I can think of is the Butcher in explorable mode honor of the waves, as well as trash in instances.

If you watch from the 4:30 that I linked too you will see the ice giant backing away constantly like he has personal space issues, until he ends up backed up in to the door, then I move away he comes out and then starts backing away again from me. Its really awkward, why do the enemy NPCS suffer from such a disabling personality trait, I feel sorry for them they will never experience a true relationship if they cannot allow people to get close to them, even if it is just for a little before they are crushed by players.

Personal space issue

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Why do the enemy NPCS have such personal space issues, you step towards them they take two steps back in melee. They constantly running away from you, I can imagine them screaming “keep away from me” “This is my personal space” “Don’t get so close I feel uncomfortable!”

Constantly having mobs running backwards a few steps is rather awkward and seams rather unneeded. Is this intended, and for what purpose if so? I guess it is a bug with the mobs thinking they are too close to hit so they step backwards to try and be able to hit, but it just seams really messy and like bad coding.

Token number - Not getting 60 for every first path

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

I thought it was meant to be fixed today? Still bugged.

I am the only Guardian in my server using shield. AMA

in Guardian

Posted by: Kellie.3687

Kellie.3687

Shield is not to bad, could use a few tweaks. On the bust from skill 5, rather than just healing it should also Burn enemy’s. and reduce skill 4 cool down by another few seconds and it would be a rather strong offhand.

Being efficient in dungeons means less reward?

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

They need to fix the silly thing first really, done all 3 wings of HOTW today and I got 60/60/60 Great (takes us about 25 minutes per one) However my friend got 45/30/6 tokens… not so great, another friend got 45/45/45 and then another friend got 45/35/15. It makes no sense what so ever, this is the second day of this horrible system punish people for no reason! I keep getting them to report it as a bug, but I can hear in their voices how disappointed they are.

Guild Issue

in Bugs: Game, Forum, Website

Posted by: Kellie.3687

Kellie.3687

Update: Solved the guild issue, It was just the Halbrak stuff that was not working, as soon as I went to Lion arch it is all fine. I guess the Bank NPC and Emblem NPC are the ones broken for me.

Dungeons reward system bug

in Bugs: Game, Forum, Website

Posted by: Kellie.3687

Kellie.3687

4 out of 5 of my guild members the 5th being me all have this issue, getting 45 20 and 6 tokens per run, and we are doing different chains even different instances. I have gotten them all to report it in game every time it happens, but it is a serious moral killer when you do a instance and get 6 tokens?!

I really do hope this issue is solved soon as like I said, it is upsetting people rather fast.

Guild Issue

in Bugs: Game, Forum, Website

Posted by: Kellie.3687

Kellie.3687

Been bugged for a few weeks now, I cannot access the guild bank, and I cannot change t he guild emblem… We have all of the needed upgrades, and I am the guild leader so I should have all of the needed access to change these things.

When speaking to NPC’s they tell me I do not have a guild bank (Other members can access the guild bank, but not officers or leader), And when I speak to the emblem changing NPC I am told that I do not have invite privileges.

Explorable dungeon's aren't hard...

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

Mobs don’t all have stability, actually very few of them have stability, what you mean to say is they are Unshakeable, I wrote a guide for this a while ago but didn’t get much notice, because I am no good at making guides but if you want to take a look:

http://www.guildwars2guru.com/topic/48714-pve-control-defiant-indignant-guide/

My guilds Feedback

in Fractals, Dungeons & Raids

Posted by: Kellie.3687

Kellie.3687

About your issue with control, I wrote a guide for how it works a while ago before launch. But it kinda never got much notice, it may be a terrible guide or so but it may also explain the control issues that you are having.

http://www.guildwars2guru.com/topic/48714-pve-control-defiant-indignant-guide/

Does not help that you need so much control, but at least maybe it will help understand it a little better. Spirit hammer from guardian is one tool that really helps remove stacks of Defiant and allow more CC usage.