It’s difficult to feel sympathy for people who ERP in public channels. Should be common sense to keep that private IMO.
I’ve got 80 necro and 80 warrior.
I built my necro tanky and it performs easily as well as frontline character in dungeons as my warrior does.
Heavy armor is nice and all, but the necro has death shroud.
I recommend moving the 10 from Tactics to Strength and picking up Berserker’s Power. Especially since you don’t like the sword burst.
12% dmg sitting on a full bar of adrenaline is better than Empowered. Plus, you get an additional 100 pwr.
I realize this is personal preference, but I don’t recommend passive defensive stats on a warrior (soldiers or even knights). I started as a tanky 0/10/30/30/0 shout Apothecary bleed build until I began to see how much more effective EP and dodging is when compared to toughness, healing, and vit. Since then, I’ve gone to a Sword/Shield Berserker warrior. I don’t have the raw power of an axe build, but I love the in-combat mobility and control of the weapon pairing.
My recommendation would be to pick your traits, which it sounds like you have, and add in exotic berserker piece by piece while feeling out the survivability over time. When your sword AA starts chewing people up, you’ll be hooked.
So what you’re saying is, because apothecary’s didn’t work out, anything with some defense stats on it must be bad?
Also, a good bleed build needs 30 in arms and heavy use of rampager’s gear.
The wiki has some information on this.
I was really into GvG in GW1. SPvP in GW2 was a massive disappointment.
I miss the huge number of options for building a character. It did become over the top after two expansions but GW2 trimmed it down way too much.
As far as PvE and WvW go, I’m really happy. I love how the game plays. I love how we don’t require healers and tanks in PvE.
Overall I love the game but it’s nothing like GW1 and doesn’t fill the void in my heart that GW1 has left behind. It’s just a different game that is good in its own way.
If you look in the stickies up top there is a thread that was started by Stephanie Lopresti (I think) about this issue… “Post data on perceived loot drops” or something like that. There is real data there that has been presented by players to support this as an issue. If you have any facts I would suggest posting there. Not trying to be a jerk I agree with you 100%. I just feel like if we keep putting solid data in there they will have fix it. Thanks!
Well this thread is more to explain why low drop rates are a bad thing. I would be surprised if the devs didn’t know their own drop rates.
They might look at that data and just go “So? It’s for the economy! Working as intended!”
Oh and I should mention that I haven’t noticed any changes. Drop rates have been low since day 1.
Yeah, they want us to grind, grind, grind, grind, grind… It’s just not rewarding to play. The devs want you to spend rl money in the store. Why do you think that they decreased the open world drop rates to the point of oblivion? IT IS ANET WE’RE TALKING ABOUT…
I have found it easy to obtain everything to make my character strong enough to play all of the content in the game. There’s no pressure to buy gems.
I just find that there is not enough incentive to fight the mobs I run into in many parts of the game.
Sword is great for WvW! Savage Leap is choice for closing or escaping and you have a cripple to keep people from running. It’s just not a 1v1 weapon. If you have people with you, it’s very good.
You can always carry other weapons for other situations. Personally I stick to sword for mobility anyway though. In WvW I want to get places, not duel random people.
I recommend Knight’s gear. You have plenty of base HP. The precision will help you more than vitality. You may want to mix this with some berserker’s or something. Sword DPS is good so it’s not a bad idea. The things that Sword lacks are CC and burst damage, but it does have DPS.
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Warrior is the best in PvE dungeons.
I support this, but its
us and guardians.
Ele AoE’s are also welcome too, though.
I’ve gotta admit even though I said that, I find my necro that I recently leveled easily as good for PvE as my warrior.
But I recommend warrior to everyone because it’s so easy to build them to deal high damage.
You can’t choose your opponents, so why would you want something that counters specific things like on-crit sigils and on-crit traits?
I think you completely missed the point and you’re on a completely unrelated subjects. I never suggested the topic’s idea to specifically counter on-crit sigils/traits. I said it could work like on-crit sigils/traits since they do exist.
And if such a change were made, you would be taking less damage.
Also, if mobs’ crit rate is very low, you can always adjust them. Make it so they have a decent crit chance while also lowering their damage to break even. Suddenly, everyone’s taking a bit less damage (since a mob would need to crit to get as much damage as they do now…although the weaken condition might not be as powerful against them) and now you have room to add more crit-taken traits across the board for more dynamic play.
The biggest effect would be on PvP though since that’s where you encounter high crit chance and damage along with its plethora of extra effects.
So what exactly is the reason to do this instead of just damage reduction or some general defensive thing that doesn’t depend on crits?
What about anti-crit is good exactly? It’s a random chance that varies from opponent to opponent. Why ever would I want my defense to be based on that?
Yeah the time they take is out of line with the reward and/or fun you get for fighting them. Quite simple really.
How do you get the skill point item (crystal of philo)?
That’s actually the main issue I’ve been having, I’m constantly low on skill points.
I guess just do some map completion.
I have more skill points on my main than I know what to do with. It seems like I just gained a ton of extra exp playing the game normally. Maybe it’s because I don’t go for many things that require those skill point items.
What is it you need so many of those for? I’ve only needed them for an ascended back item so far.
The level of entitlement in this thread is staggering.
Why must everything have a super awesome reward attached to it? What happened to playing games for fun?
Thing is we don’t all necessarily want the particular skins offered in the story missions.
Now, I don’t feel entitled to free swag, but if Anet is wondering why I don’t play the story content, I will happily tell them exactly why.
I imagine that they do want us to play the content they’ve created.
I have no business with D3, but do not see, how increased drops on different items would not please me
Well it wouldn’t stop most of the complaining. Too many people are self entitled, and too many of them base their quality of experience on inflated expectations that are based on the economy itself.
If lodestones are more common and become worth less currency, they will be less exciting drops to those players.
I don’t know if you’re one of those people, but I assure you that they’re extremely common and that’s why complaints continue even when devs increase drop rates.
My complaint is different. I think it’s dumb that we’re discouraged from fighting mobs at all.
Nope. There’s no “fixing” the economy. Capitalism sucks for the 99%. When will you people accept that? There’s nothing that makes it fun.
Nonsense.
But as great as capitalism is in the real world, it’s not necessary in gaming.
A capitalist economy is all relative. The only things with high value are things which few people are able to efficiently obtain.
Thanks to a system like the trading post (the AH in D3 also did this), the economy is laid out completely for every player, even the least economically savvy, to understand. Thanks to this system, people measure their success relative to the most successful in the economy.
So as a result, those few at the top experience the game as rewarding, while the many experience the game as unrewarding because their expectations are inflated due to the trading post system.
So what’s happening here is, the economy is well understood by the masses. Normally in a capitalist system, the masses don’t have such a good grasp on it so they don’t understand how hard they are screwed over, and so they don’t tend to complain as much. But then when they do understand, we have things like “the 99%” happening IRL.
So drop rates. They are going to be “low” relative to most peoples’ inflated expectations. It doesn’t matter how high those drop rates are relative to the content we play. Even if you can faceroll everything without any effort grinding. D3 proved this painfully well.
If you as a player see, for example, the requirement of 30 corrupted lodestones for a corrupted weapon and start killing icebrood colossus’ and experience maybe 1 lodestone drop per hour, none if you are unlucky. How is that not relative to the content played?
…
However, the number of people complaining about “low drop rates” would not be any different.
How it is relative to the content is irrelevant. The economy adapts and these items become worthless, so people complain.
That is straight up not correct.
Items hold the same value measured at the recipe you need them for.A solid 10 in the recipe will not require you to farm 15 items suddenly, if the item drops more often.
They would hold less value compared to other items with a drop rate that did not change only.
Like I said, the economy is relative. If they increase the drop rate of lodestones, the currency value of them on the trading post decreases.
Yes, the time and effort required for whatever you use the lodestones for is reduced. More people get legendaries. Does that mean people will stop complaining? Nope.
People who complain that the game isn’t rewarding enough don’t feel more rewarded when rewards are increased. This was proven by D3.
I guess the real reward is you can start Arah exp instance.
It’s pretty lame. I don’t generally do story missions on my alts after hitting 80.
I hope they fix this.
Nope. There’s no “fixing” the economy. Capitalism sucks for the 99%. When will you people accept that? There’s nothing that makes it fun.
Nonsense.
But as great as capitalism is in the real world, it’s not necessary in gaming.
A capitalist economy is all relative. The only things with high value are things which few people are able to efficiently obtain.
Thanks to a system like the trading post (the AH in D3 also did this), the economy is laid out completely for every player, even the least economically savvy, to understand. Thanks to this system, people measure their success relative to the most successful in the economy.
So as a result, those few at the top experience the game as rewarding, while the many experience the game as unrewarding because their expectations are inflated due to the trading post system.
So what’s happening here is, the economy is well understood by the masses. Normally in a capitalist system, the masses don’t have such a good grasp on it so they don’t understand how hard they are screwed over, and so they don’t tend to complain as much. But then when they do understand, we have things like “the 99%” happening IRL.
So drop rates. They are going to be “low” relative to most peoples’ inflated expectations. It doesn’t matter how high those drop rates are relative to the content we play. Even if you can faceroll everything without any effort grinding. D3 proved this painfully well.
If you as a player see, for example, the requirement of 30 corrupted lodestones for a corrupted weapon and start killing icebrood colossus’ and experience maybe 1 lodestone drop per hour, none if you are unlucky. How is that not relative to the content played?
In this game it is low relative to the content.
If it were 100x that rate, then it would be high relative to the content.
However, the number of people complaining about “low drop rates” would not be any different.
How it is relative to the content is irrelevant. The economy adapts and these items become worthless, so people complain.
Nope. There’s no “fixing” the economy. Capitalism sucks for the 99%. When will you people accept that? There’s nothing that makes it fun.
Nonsense.
But as great as capitalism is in the real world, it’s not necessary in gaming.
A capitalist economy is all relative. The only things with high value are things which few people are able to efficiently obtain.
Thanks to a system like the trading post (the AH in D3 also did this), the economy is laid out completely for every player, even the least economically savvy, to understand. Thanks to this system, people measure their success relative to the most successful in the economy.
So as a result, those few at the top experience the game as rewarding, while the many experience the game as unrewarding because their expectations are inflated due to the trading post system.
So what’s happening here is, the economy is well understood by the masses. Normally in a capitalist system, the masses don’t have such a good grasp on it so they don’t understand how hard they are screwed over, and so they don’t tend to complain as much. But then when they do understand, we have things like “the 99%” happening IRL.
So drop rates. They are going to be “low” relative to most peoples’ inflated expectations. It doesn’t matter how high those drop rates are relative to the content we play. Even if you can faceroll everything without any effort grinding. D3 proved this painfully well.
if they really wanted to fix the economy they would implement ceilings on how much you can sell items for, just like they have minimum value you can sell something for.
fix drop rates as well bu increasing it 40%, yes 40% so everyone has 40% more chance to get anything they are seeking. If people get what they want, the bots will die as everything will be so cheap there would be no profit in it.
Nope. There’s no “fixing” the economy. Capitalism sucks for the 99%. When will you people accept that? There’s nothing that makes it fun.
The great thing about GW2 is all the stuff that’s valuable is cosmetic. You can enjoy a maxed out character and play all the same content as everyone else instead of being a slave to the economy like in other games.
It’s pretty simple. I find myself avoiding fighting mobs instead of looking forward to fighting them. There’s just no point to it. I have better things to do with my time. That’s not good.
That’s great. And that is exactly how the game should be.
Read my signature. Or, if you don’t want to read it, watch the Manifesto and listen to how ArenaNet says “We don’t want players to grind”.
That doesn’t mean, “We don’t want to have required grind in GW2”.
That means, “We don’t want players to grind”. In other words, if you are a grinder, this game is not for you.
And it’s easy to find who is a grinder. People who complain about rewards and rewards and rewards, who claim that the game is not worth playing if they are not rewarded, who do not care to have fun in actually experimenting the game, who are not happy with anything but a shiny reward – those are grinders.
And they have been cattered to by every MMO released so far, which is likely why they cannot understand how it’s possible that GW2, a MMO, has not been made for them. They probably cannot even understand the concept of playing a game purely to have fun, regardless of any kind of in-game reward.
So they complain, complain and complain. Meanwhile, the game is working as intended. “We don’t want players to grind”, and players are finding that grinding is so unrewarding that it’s not worth doing.
ArenaNet should have made it more clear:
• If you like MMOs, you are going to think GW2 is ok.
• If you hate MMOs, you are going to love GW2.
• If you are a grinder, a farmer, an exploiter, or an addict… Sorry, you will hate GW2. Kthxb.As someone who hates the grind-based MMOs, I’m very happy with the original direction of GW2, and I thank ArenaNet for it :-) Let the grinders complain and spout ridiculous conspiracy theories. Sooner or later they will understand.
I don’t enjoy how it’s optimal to skip mobs that are in my path. I’m not a grinder. I don’t want the optimal way to play to be go and find guys to fight and only do that.
I want it to be like, oh, there’s a nasty mofo in my way. I better kill it.
The way the game is set up, I feel like it’s a waste of my time to fight stuff at all, even if they’re in my path. That just feels wrong to me.
I keep saying over and over, with D3 it was also “working as intended” and that was one of the biggest reasons people quit.
They buffed the drop rates every patch and it didn’t improve the economy or make the game feel more rewarding.
That’s why I said I’m not here for self-entitled reasons.
I realize that everything is relative. Higher drop rates will not do what most people think they will do. D3 is the best example of that. That game went from ilvl 63 rares being extremely rare and valuable to being common and easy to afford. Peoples’ complaints didn’t change.
Higher drop rates would balance out rewards of killing mobs relative to everything else. That’s all it would do. It wouldn’t be some magic cure for the economy for people who think the economy is busted. Those people are out of luck until they change their perspective.
(edited by Khristophoros.7194)
I’m not here to say that the game doesn’t feel rewarding enough, or it’s too hard to get items, or any other self-entitled garbage.
It’s just, it’s become clear that fighting enemies isn’t worth it.
This is especially bad in dungeons where mobs have boosted health but normal drop rates.
I understand that the devs are concerned about the health of the trading post economy and stuff, but there’s gotta be a better way.
The bottom line is, I should feel like any effort I take in the game is worth my time. If I spend time to fight mobs it should be just as rewarding as anything else I spend time doing in the game.
No reward for time spent is still no reward. People don’t seem to understand that. There’s this movement (which i don’t get at all and I understand RPers but not these people) that argue you don’t need gold to enjoy the game. Uhm well yeah you do. Because if you don’t have gold there’s a cutoff. You can’t run dungeons because people will deny you a grouping if you aren’t 80 a specific class (denying engineers) or in all exotics.
You do need drops to be able to play your way which is what this game was advertised as originally, don’t hold back do what you want. Well we’re trying to but it seems at every turn there’s some new nerf holding us back from enjoying our time in Tyria.
One of those problems IS the drop rate problem.
I posted in here and I’ll ask it again.
Do the rest of you think there’s something wrong with their data gathering software because they keep giving us the same answer to every concern? “our software isn’t showing that”
The funny thing is, I am an RPer on Tarnished Coast, and I enjoy playing the game for gameplay as well. I am also an avid dungeon runner.
It just really bothers me that certain parts of the game such as fighting enemies are made to feel pointless.
As for your question, I think they’re telling the truth. Player satisfaction is probably very high. The forums are not a good indication because most people who enjoy the game avoid the forums.
I like the game. I enjoy it a lot. But I see ways for it to improve.
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Drop rates are a joke.
Dev team believes it’s working as intended and challenges the playerbase to prove otherwise, per Stephane’s sticky thread.
This is called “shifting the burden of proof”, and is a lame tactic that so far appears to be working, as players scramble to present data that has already been presented before.
Expect drop rates to stay this terrible, and perhaps get worse in an “ongoing effort to combat bots ruining the economy” which is PR speak for ‘putting in a crippling DR forcing the playerbase to eventually rely on gem purchases to supply their gold’.
It is working as intended. The intent is low drop rates.
I am here to explain why that’s bad. I am challenging their design ideals.
It’s pretty simple. I find myself avoiding fighting mobs instead of looking forward to fighting them. There’s just no point to it. I have better things to do with my time. That’s not good.
@ Everyone else: yes yes I know how to make gold and gear up characters. Thank you for not reading my post.
I think you missed my point… and just about everyone else’s, too. And you’re not “challenging” anything (or explained anything yet, for that matter.). You’re ranting on a forum, just like the rest of us. Don’t delude yourself into thinking “This is it. This post is going to change everything! They’ll see the light now!” It’s not; it won’t; and they will not.
The developers are doing exactly what they either A.) want to, or B.) are being told to… and that is to set the drop rates at a level that makes “farming” a fruitless endeavor.
The point I was making is that the dev team, via CM Stephane, has come out and told players there is nothing they can find to substantiate player claims that since the LS update on Nov. 15th, drop rates have radically changed. They continue to say this in spite of the massive thread they recently locked that showed clear, erm, excuse me- to use Stephane’s word, concrete- evidence to the contrary.
Now they want players to basically do the research for them, by submitting more data that shows a change in drop rate. While some players have probably accurately tracked this, very few (myself included) anticipate part of our gaming experience as needing to tell the developers something is seriously defective, and then having to prove it ourselves. I know I don’t spreadsheet all my loot, track which mobs drop what and with what frequency. I find it a little frustrating that after pages of data have already been presented, now they’re suddenly asking for “concrete data” without giving any information in return.
It’s a stall tactic to placate the masses, and it’s bullkitten. Deal with the bots, reduce the DR, and stop punishing players via lazy programming. Simple as that.
I am not buying that the drop rates were changed anyway. This is a different issue. This thread isn’t intended to be about conspiracies.
The drop rates are, and always have been, too low. It’s that simple.
Drop rates are a joke.
Dev team believes it’s working as intended and challenges the playerbase to prove otherwise, per Stephane’s sticky thread.
This is called “shifting the burden of proof”, and is a lame tactic that so far appears to be working, as players scramble to present data that has already been presented before.
Expect drop rates to stay this terrible, and perhaps get worse in an “ongoing effort to combat bots ruining the economy” which is PR speak for ‘putting in a crippling DR forcing the playerbase to eventually rely on gem purchases to supply their gold’.
It is working as intended. The intent is low drop rates.
I am here to explain why that’s bad. I am challenging their design ideals.
It’s pretty simple. I find myself avoiding fighting mobs instead of looking forward to fighting them. There’s just no point to it. I have better things to do with my time. That’s not good.
@ Everyone else: yes yes I know how to make gold and gear up characters. Thank you for not reading my post.
If you look in the stickies up top there is a thread that was started by Stephanie Lopresti (I think) about this issue… “Post data on perceived loot drops” or something like that. There is real data there that has been presented by players to support this as an issue. If you have any facts I would suggest posting there. Not trying to be a jerk I agree with you 100%. I just feel like if we keep putting solid data in there they will have fix it. Thanks!
Well this thread is more to explain why low drop rates are a bad thing. I would be surprised if the devs didn’t know their own drop rates.
They might look at that data and just go “So? It’s for the economy! Working as intended!”
Oh and I should mention that I haven’t noticed any changes. Drop rates have been low since day 1.
(edited by Khristophoros.7194)
I’m not here to say that the game doesn’t feel rewarding enough, or it’s too hard to get items, or any other self-entitled garbage.
It’s just, it’s become clear that fighting enemies isn’t worth it.
This is especially bad in dungeons where mobs have boosted health but normal drop rates.
I understand that the devs are concerned about the health of the trading post economy and stuff, but there’s gotta be a better way.
The bottom line is, I should feel like any effort I take in the game is worth my time. If I spend time to fight mobs it should be just as rewarding as anything else I spend time doing in the game.
Gearing up while leveling
For these levels it’s important to remember one thing. You do not need anything better than masterwork gear whist leveling. What I did was every 10 levels I would buy masterwork gear off the trading post for a pittance. At this point unless you’re using waypoints everywhere you go or buying a ton of gems or something, you should have no issues upgrading your gear every 10 levels.
I have not found this to be true. I only bought a set of armor from the TP one time, at lvl 45 when it was very cheap. Now I’m 65 and am not even close to being able to afford a full set (at about 2.5g), let alone a full set every 10 levels. I level by doing hearts and DE’s and the personal storyline.
Also, running AC is only good advice for someone who’s already run AC a lot. A new lvl 35ish player is not going to be very welcome in a group or be very confident and capable of forming their own group. Would you want to follow someone into a dungeon who’s never been there before?
Masterwork = Green
Use green items. They are extremely cheap at all levels. They are only slightly worse than Rare (yellow) items.
This is the most important thing to realize while leveling. Use greens.
what do you do if you don’t like farming dungeons?
Save gold by following the OP’s guide while leveling the character and then you will have enough gold + mats to buy/craft some exotics if you supplement with karma armor.
I geared up my first 80 without using dungeons.
As requested;
/watch?v=s4C41YeuGlY
/watch?v=GTOSOAXCr38
/watch?v=Ee6rKGlMUBU
He said with killing Spider Queen and Kohler/Troll.
Those are normal times if you skip those bosses and miss out on the 42 silver and chest. I just watched your path 1 video and the correct way is to have 1 person drag the troll and kohler together to fight each other while the other 4 start the burrow event. Then you get a total of 28 silver and one chest for an extra 30 seconds worth of time.
Everyone knows you can do sub 10 minute runs by skipping them.
CoF is the best moneyrun anyways.
Would killing Kohler be the “correct” way of doing it if you are not after the money?
Doing the runs exactly as in the video will provide you with more tokens and equal gold / hour, which was my point all along.I guess it’s too hard for some people to keep themselves from sniping other people’s videos without even understanding why they were posted in the first place.
Actually it won’t, I speed run dungeons daily as you can see from my videos of every dungeon. Kohler and the troll fight each other while you do the event in every path and you come back and finish them on the way to the next event when they are at 10-20% health. You do not make more then 30s every minute speed running dungeons.
If you are running dungeons for money you should be doing CoF in the first place, and if you are running AC for money then the “correct” way is to make the troll and Kholer fight each other, not to fight them by themselves.
Sniping videos lol, maybe you should educate yourself and see who has all of the videos in the dungeon guide sticky or just click the link in my sig. I am well aware of how to speed run dungeons for money, much more then just AC.
And yet you talk about money… Go read the entire conversation, I never ever talked about doing dungeons for money. All I ever said was that you can do all three paths in 30min, he didn’t believe me, I showed him videos.
So far all your posts amount to nothing but bashing and boasting for no good reason.
I read the whole thread… it’s not that hard to follow.
You said it can be done in 30 min. which I agree. He said your 30 min. run is probably with all skipping which it is. Then he made a post describing his money run. Then you replied by posting a video which isn’t a money run.
I didn’t see anywhere where he doubted you could clear it in 30 min. with skipping.
Sigh… Let me summarize.
- I said I could do a 30min run by skipping.
- He said I didn’t make as much money as he would make.
- I described why I could make as much money.
- He then said;
“If you can do all that in 30 mins, then my hat’s off to you. But I don’t think you can, and won’t believe you until you post a video.” Which would imply I couldn’t make as much money as him.
- I showed him proof that you can run all paths in under 30min, while earning as much money as him.
- You enter the thread and bash.If you’re talking about more money in 30 minutes then his 1hr 30 min run you are correct, because 1hr 30 min is a terrible time.
My point is your videos don’t show a 30 minute money run and don’t make more money then the typical 10 minute Path 1, and 12 minute Path 2 and 3 money runs which involve killing both Kholer and the Cave Troll for an additional 28s + chest per each run.
But yes, you do a 30 min AC speed clear, grats. I was disappointed that they weren’t an actual money run which is what I thought they would be after reading the chain of posts before you posted them, also I hate your manual links because I’m lazy.
kthxbye.
Why would I show a money run? He implied that I couldn’t make as much money, and I proved him wrong. It was all I wanted to do. You should get some reading comprehension, and maybe some decency and respect as well.
If I remember the posts, the dude said you can’t do a full money run in 30 min. But whatever.
I can’t believe you actually think it’s more profitable to skip money mobs. How long does it take to kill a money graveling? Like 30 seconds to a minute maybe.
How long does it take to kill Kholer? Like 2-3 minutes.
Sure if somehow killing those triples the time then you’d be right, but in no way imaginable does it actually work that way. They just don’t take that long to kill.
For PvE the Warrior is really strong because it deals a lot of damage while having high armor and high health.
It’s good for WvW because it has high mobility, high survivability, and a well rounded selection of different weapons that let the warrior be useful in most situations.
Most people saying warrior is bad are talking about Structured PvP. I personally don’t play SPvP and have no opinion on it.
There are still people who think warrior sucks at PvE and WvW, but if you check out other profession forums you’ll see a lot of QQ about how warriors are better than them at dungeons and WvW. So go figure.
Interesting topic and replies. I’m pretty new to GW2. I’ve trying out the different classes. Just made a Charr warrior this weekend. I don’t know if it’s the class or the content(first Charr I’ve made) but my level 16 Warrior died more times this weekend than my other characters combined. I don’t know what I was doing wrong. Clearly I was missing something, but I was dieing a lot when soloing. I felt tougher on my mesmer than I did on my warrior.
A lot of mobs have big, slow attacks that you’re meant to dodge even if you play a guardian or warrior.
It also helps to carry a ranged weapon on one of your weapon swaps because it’s just easier to survive at range. If you are not familiar with the enemies you’re up against, it’s better to start out ranged against them and learn what they do without eating everything in the face. And some enemies are better fought at range either way.
Melee does more damage so you’re rewarded for learning how to survive in melee. It’s just that melee is not exactly plug ’n play even as a warrior.
I could definitely see a trait or two combined/created to address Warrior options for direct damage. It’s not ‘stupid’ to add diversity to builds and a Warrior one specifically designed to counter direct damage sounds exactly like a warrior tactic.
It’s stupid to make “anti-crit” mechanics because crit is just direct damage.
It’s smarter to make new mechanics to help mitigate direct damage in general because the current mechanics for that are lacking.
Specifying crit is the stupid part. Crit is not a special form of damage. It is simply damage.
Well, it’s damage that has special stats for it (percision and %critical damage) as well as mechanics specifically aimed at crits (on-crit effects).
It’s not just damage. It’s damage that has stats and mechanics tied to it. And as the rest of my post mentions, an ‘anti-crit’ doesn’t specifically have to be ‘take less damage from them’ but could have some sort of countering mechanic.
Think of it like how you have effects and sigils that have a % chance to trigger and then the ones that have a % chance to trigger on crits. We already have runes and effects that have a % chance to trigger when struck (Rune of the Monk, for instance) and abilities that have a % chance to trigger when struck by a critical hit (Spiked Armor). Now you just need a few more of those types of traits/utilities that aren’t weak and more defensive.
You can’t choose your opponents, so why would you want something that counters specific things like on-crit sigils and on-crit traits?
Also, we have no idea what crit chance monsters have so who knows how useful such traits would be for dungeons.
I just want a solid reason to spec in the defensive traits like… take less damage. :|
to be fair alot of the time its cheaper to buy said items than craft em. Ya could sell the mats for more than the craft. Kinda sad the economy is like this.
That’s why the OP recommends dungeons for getting armor and weapons.
This approach is correct and is how I’ve been gearing my characters.
You’re totally right about using masterwork for leveling, and this needs to be emphasized heavily. It’s only slightly worse than rare for maybe 5% of the cost.
I could definitely see a trait or two combined/created to address Warrior options for direct damage. It’s not ‘stupid’ to add diversity to builds and a Warrior one specifically designed to counter direct damage sounds exactly like a warrior tactic.
It’s stupid to make “anti-crit” mechanics because crit is just direct damage.
It’s smarter to make new mechanics to help mitigate direct damage in general because the current mechanics for that are lacking.
Specifying crit is the stupid part. Crit is not a special form of damage. It is simply damage.
And sure there are things that proc off it, but if you add mechanics that counter crits then those mechanics become niche. They are super effective against people who happen to have on-crit sigils or traits, and not as effective against people who choose straight stats or other sigils. I don’t see how that would be helpful to the warrior overall. We need things that are consistently good and worth speccing into in the defensive traits. Not situational things.
(edited by Khristophoros.7194)
The only problem with TA is the three Knights that accompany Leurent.
If it wasn’t for pulling them separately it would just be a mad race to kill one, then hope someone in your groups survives, or failing that, have your whole team run back there.
Worst part is that pulling was obviously not intended seeing as they often break away and regenerate health. I can’t for the life of me understand what the reasoning was behind these mobs. Difficulty is fine, but when it is so completely out of tune with the rest of the dungeon, it just becomes laughable.
Yeah this is possibly the most glaring design flaw in the dungeon. It’s one of the big reasons why the dungeon feels broken and not working as intended.
But there are plenty of other examples where the optimal way to play is clearly not how it was designed, like half the boss fights have ways to circumvent the mechanics of the fight.
“anti-crit” mechanics are stupid because crit is just damage.
The only issue with tank warriors is that the trait lines for it are kind of weak.
You skip money drops, if you want tokens. That or you are r…
But Kohler is super!!!! hard, so people skip him I guess.
He is easy, actually. I can solo him so even if the rest of my team dies he won’t reset.
How about this. I want both tokens and money. They are both useful to me. It is short-sighted to skip the money drops just to get your tokens faster. Sure you might get your dungeon armor skin a little sooner but you will end up needing that money down the road, so might as well grab it where it’s easy.
I actually have no real use for my gold. I’ve got the ideal gear for my build (full exotics/ascended) with the skins I want (Light CoF armor, some mystic forge weapon skins) so I won’t end up needing that money down the road.
Yeah because they will never add anything new that you will want… And you’ll never ever decide to level and alt…
At least now you can bring friends who aren’t up to your level. I want to only do fractals with friends but it’s always oh we gotta do level 1/2/3 again zzz
I welcome this.
As for pugs, they’re gonna have to do some other stuff to make it better. I won’t deny that.
In the end they earned nothing because the rest of the dungeon takes 40% longer with 1-2 people dead and doing nothing.
Take a look at what I wrote here:
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-only-45-Tokens-at-the-end/first
We did five dungeons too fast, TOO FAST. We skipped every group and event possible. Also of course full berserk equip on all five people and none of us died while skipping ( mostly because we know how to dodge ). Now show me how you do that if you kill every mob and do every event you see in a dungeon.
Depends on the dungeon.
For example in AC if you skip Kholer, you just skipped 12+ silver.
There are several champion gravelings that each drop 5 silver in that dungeon as well. Personally I like to skip the other trash but kill the ones that have guaranteed money. Why would I want to shave off a few minutes from the run if I am giving up money to do it?
Trash mobs give many cues when you should dodge. You don’t have to kite them at all. I’m in constant melee (on glass ele)
Yeah, you have to dodge every time they do anything. Everything they do hurts a lot. I kite them because it’s the safest way to fight them. I’m not interested in people dying to dogs or courtiers.
People cheese them because they wouldn’t be any more difficult (maybe except final bosses).
Point was the fights aren’t fun when cheesed or when played as intended. They’re boring when cheesed, annoying when played as intended.
TA is still one of the, if not the fastest Dungeon (incl all 3 paths) where none of them take more than 30minutes…
Well this is not about how hard/easy or how fast it is. Read what I wrote please.
The dungeon is frustrating and badly designed.
Talking about TA Explorable. Story is alright.
I’m not saying TA is too hard, because it’s not. It’s just as easy as any dungeon. It’s just plain not fun. It sucks.
TA is full of mechanics that are frustrating. Either the tells aren’t good enough or the damage is too high or both. But the fact that you can kill blossoms to rally balances it out. However, balance doesn’t necessarily equate to fun. It’s not very interactive. Inevitably, people will go down regardless of what decisions they make. Being able to rally off blossoms doesn’t make that any less frustrating.
Another thing that’s frustrating is all the trash mobs are powerful but they don’t have tells like say the gravelings in AC. AC gravelings are how dungeon trash should be. In TA every single mob spams high damage, poison, and CC. You just kinda have to kite them and keep them away.
And of course, the waypoints. Wait, there are none. I don’t understand this design decision, but it certainly makes it even more frustrating. It gets worse when some groups want to skip the overpowered trash mobs, then somebody dies and has to run through them solo later. LOL. But hey, even if you do the dungeon as intended and fight everything, then people have to spend an enormous amount of time to run back if they die. Frustrating.
A few of the boss fights are so aggravating if played as intended, but everyone cheeses them and makes them boring. It’s lose-lose because you can cheese them, but also because doing them as intended isn’t fun. I would seriously recommend looking at the boss fights in TA and revamping them to be more interactive while patching the cheesing methods at the same time.
That’s all. I hope somebody reads this and makes TA a fun instance.
Thief is the best in WvW period. Warrior is fine but not OP like thief.
Warrior is the best in PvE dungeons.
This is what I do. I don’t waste time hauling stuff around the map, instead I build more stuff.
I think it’s good to have one person doing walls though.
lol, somebody was mad at me for building snowmen to defend my catapult nests (very important!) and when he asked why I build them, I said they were cute. He stopped playing in protest but we won anyway. This strategy is the best!
They said ascended will be acquired even in other ways.
However i have to say that i did 3 lvl 1 fractals + 3 lvl 2 fractals ( for a total of 6 complete runs) and i have an ascended back.
I was lucky to get a vial of ascended mist essence? Maybe, i don’t know the drop rate.
I had to use it and 50 golds for the berserker quiver.
I got an ascended back item on one of my characters. I also picked up another vial, so I can get an ascended back on my other level 80 soon…
The problem remains that I need to run a bunch of fractals to get the rings.
Then don’t do it. Problem solved.
Then the problem is that I don’t have ascended gear. I am not optimally geared.
I had a revelation and I don’t know if anyone else has brought this up.
All you have to do is have everyone in the party save an interrupt for the big attack you want to interrupt. Then all 5 players attempt to interrupt it. It doesn’t matter how many stacks are on the boss at that time. One of the interrupts will go through.
Tada! Easy counter to defiant. That’s also as intuitive as it comes. I can’t believe I didn’t think of that instantly when I first learned of the mechanic, seriously.
The only problem is when a player does not listen, or consistently lacks the presence of mind to save their interrupt. However, the fact is that each person on the team only needs one interrupt for your team to be able to interrupt bosses. Any character can bring 2 or more so you can make up for “that guy” anyway.
And no matter what the mechanics are, in any team game, there’s always gonna be “that guy” in pugs. So it shouldn’t be changed just because it’s not favorable for bad groups. Bad groups are bad either way.
(edited by Khristophoros.7194)
I understand that ascended items are meant to take a lot more investment to obtain than exotics, and I am fine with that. However, I find the methods of getting the currently available ascended items too grindy.
I think it’s because the only way to do it is to run fractals. Fractals in itself isn’t bad. The problem is that only doing Fractals is very repetitive. For exotics I can run any of the other dungeons, or I can do other things in the game to obtain the resources needed.
So it’s not that I dislike fractals. I just can’t stand running them over and over. I get bored. I want to get ascended gear but I want to do so by playing a variety of content which is what I love about obtaining gear in this game other than ascended gear currently.
Thanks for reading.
My necromancer also felt squishy around levels 50-60. I was trying to focus on offensive gear but it really just doesn’t work that way. You need some toughness.
Things will get better when you can get 3 stat gear (level 60? I forgot) and then you should be able to get enough toughness.
You might need to use a mix of Knight’s, Rabid, and Rampagers if you want enough condition damage. I didn’t build my necro around conditions so I’m not sure what the optimal stat mix is.
But anyway as far as survivability goes, you need some toughness and that becomes easier to get with 3 stat gear.