Hm… yeah tested it with a steady weapon in PVP and it does indeed reduce damage. Went from 60 (30, 30) to 54 (27, 27). So… 10%.
Wasn’t there a 10% buff to bow’s autoattack a while ago? Looks like somebody missed a spot.
Earthshaker would be pathetic following a target. The ability to cram as many targets into it as possible by not needing one of them in the centre is one of the best things about it.
It also slows it down too. Since it only hits max of ‘5’ targets anyways.
So tap the key (or click the mouse button in my case) twice if you’re in a hurry. Not going to slow it down nearly as much as its own animation does, which if you really wanted it to go faster would be a much better thing to change.
QQ i have the most hp and armor in the game and now i want passive heals of a guardian.
Look it up its on par(and better) with every other passive out there-
Ele soothing mist-80hp/s
Guard virtue of resolve 84hp/s
Regeneration 130hp/s
OH noes i have the hp regen of an ele with perma regeneration,the warrior must be the weakest PvE class ever.
Soothing Mist – minor trait, also heals allies
Virtue of Resolve – virtue (duh), also heals allies.
Regeneration – comes from all manner of things, frequently also applied to allies.
Healing Signet – heal-slot skill. Does not apply to allies. Can activate for a really awful heal, be traited to activate for a really awful heal slightly more often, and grant 40 whole precisions (if traited), unless it’s been activated for a really awful heal lately.
Where were you going with this?
Earthshaker would be pathetic following a target. The ability to cram as many targets into it as possible by not needing one of them in the centre is one of the best things about it.
The main problems I have with it are:
-it’s slow.
-it’s slow.
-it’s very slow.
Even a few NPCs with interrupts make hammers annoying, and often random ones will just accidentally wander out of that knockback which requires standing still.
I guess the cooldowns are long-ish but I always trait them if I use it anyway.
They both died just as much as any NPC before. They’d only try to res us if they were right on top of us, then they’d get attacked and either die or run off. Poor Frostbite died the most, if not at every encounter. Braham’s mass revive is a little OP, considering he can cast it dead.
Frostbite appears to be the world’s sole melee devourer, and thus is always inside fields of fire and such. Though sometimes I take a break to revive him/her/it simply because I can never see through the effects well enough to know whether it’s been doing anything useful.
I seem to have good luck with this dungeon if people focus targets, spreading out dps doesn’t help at all on the way to the boss…
As for the boss.. Kill the firestorm, than stack right inside the berzerker’s target circle… only falling rocks hit you, literally every other attack he has misses. Heal through the light rock damage and loot your kill…
My brother and I have been farming it over the past two days and fill the gaps with randoms each time (he asks in /map, I usually just rotate my view 360 outside the door and invite what isn’t partied). We’re on teamspeak and people would probably laugh or cry at the ways we choose primary targets, but ultimately the groups are massively more effective if there is a primary and people pay attention to it.
Even the last bosses… couldn’t care less which one dies first, as long as we’re all killing the same one. I mean with enough patience one player could finish this dungeon, and the two of us certainly can, but it’s slow and adding miscellaneous players gives DPS and distracts enemies.
This dungeon is really not hard at all. Sometimes frustrating due to bugs and being designed like we’d play it over LAN with virtually no latency, but occasional bad luck doesn’t really make it hard considering you can also go whole runs without anything odd happening.
The jog looked a tad daft though since the animation made it seem like we should be moving faster than we really would be. I think charr movement animations were made independently of the decision they would be larger and have the same movement speed as other races, or something. The less energetic one looks more fitting to the real speed(s) IMO.
We noticed that the insta-port happens when the last member of the party tries to go to a waypoint (yes, we were wiped that many times on our first run).
Once we knew that, we took turns to fix up the armor, leaving one brave soul waiting in the arena.
It’s happened to me before when I didn’t try to WP at all. IIRC two of us remained dead and needed reviving during the next attempt.
8% crit chance from 1 signet alone is crazy good.
Considering FGJ can keep up a few constant stacks of might, has good fury (20% crit chance) uptime, can be traited to heal 5 people slightly (mine’s like 1.5kish with only traits, no heal gear) and also removes conditions with soldier runes, I’d say it’s less crazy and more… starting to be useful past levelling.
I could have sworn the weakness lasted until the next application… (though just barely). Don’t think I have anything increasing it either.
You don’t like an animation because it isn’t funny? Alrighty then…
Every 25% of the boss’s health, the other boss gets 50 stacks of a damage buff. Hit him to remove a stack. If this is on the dredge firestorm, he will do a ton of damage to players near him, but it is hard (impossible?) to see. Just know its coming and swap to hit him to remove his stacks.
We’re usually killing him first anyway, plus using a lot of AOE that inevitably hits the melee guy as he runs up to people attacking the other one, gets in the way, etc.
I just noticed in a particular playthrough I’m in the berserker will often fire off one wave visually, while I am then struck by a set of multiple invisible waves.
VERY annoying.
Oh. Yeah that’s why I thought it was a longbow. Weird…
Is that poison field a well or something? I could have sworn it threw a heap of conditions on an enemy in it once, and I thought it was converting boons or something, but I guess someone may have just thrown those on with something else that I missed in all the effects.
As in banner of tactics (modified) trades places with the heal signet? Or just make something separate of that skill?
Why would the DPS banner go in instead of the healing banner?
Discipline (or Strength) are the DPS banners. Tactics improves healing power and boon duration (and has that skill you were talking about).
Was ‘Mimic’ taken?
This honestly doesn’t seem very warrior-ish somehow, balance issues aside.
I usually have my character in peripheral vision in combat, so I can’t say I noticed the change. I looked at it running and it just seems to be… well… running. What did it do before?
Wait… is it sort of like how if you take damage jumping, you’d appear to jog but not actually move as fast as you looked like you should be going? I can’t say I’d miss that going away.
20/20/0/0/30 full zerker…have fun
You’d skip the 10% to bleeding targets?
Yup. I think I mentioned it a long time ago, but not in its own thread. Only use I ever found for the range was slowing people down in WvW by putting them in combat.
As in banner of tactics (modified) trades places with the heal signet? Or just make something separate of that skill?
You could probably make something decent of 10/30/0/30/0, or just a glass cannon type thing, optionally with bits shaved off for bow traits, but in most PVE you don’t really need the range, and 10% extra bow damage to burning stuff is probably of questionable benefit compared to those trait points spent elsewhere, since fire is so short-lived a condition. Mind you, I’m not sure if that applies to the fire itself doing 10% more. I’d assume it doesn’t work for conditions, but if it does, that might make it worthwhile since burning does decent damage in its short time.
Rifles tend to be handy for bosses you don’t want to/can’t tank though, and bows are good for farming (can mass-tag with AOE) so for general PVE I don’t see a particular reason you couldn’t do it.
There’s something bizarre about warrior heals (or just heals in general perhaps) and scaling. At low levels (actual or scaled down) I’d take the signet over the other two any time. The regen is great and the others heal too little, too late (or too far apart, rather). At 80, I can’t find a reason to ever equip it, it’s awful. Yet suddenly the longer recharge heals offer much more survivability than I got out of them before.
Its not a bad heal, but it really doesn’t deserve to be a ‘6’ ability. Its not even up to par with other signets that heal.
Well, relative to the others… I’m not saying I’d never equip it as a utility either, but when compared to the other healing skills I seem to always come off the better without it at high levels.
does it also shoot two arrows like hers?
This is probably just a result of her skills being abnormal for a ranger. Though (it is a longbow, right?) on a warrior bows fire two arrows in the auto-attack, so then it would.
There’s something bizarre about warrior heals (or just heals in general perhaps) and scaling. At low levels (actual or scaled down) I’d take the signet over the other two any time. The regen is great and the others heal too little, too late (or too far apart, rather). At 80, I can’t find a reason to ever equip it, it’s awful. Yet suddenly the longer recharge heals offer much more survivability than I got out of them before.
Different amount maybe?
er… when you’re talking about solid pointy things I’m not sure ‘feminine curl’ is really a thing. That’s more like ‘a hook’.
It disappears at about the 130s* mark for its (traited) recharge (of 192s), meanwhile other banners last for ~90s of their traited 96s recharge. Did they nerf it on purpose for some reason, or is it just screwed?
*remaining, that is.
there is actually no difference between Rox, Braham AI and older NPCs like Rytlock AI.
Robert: “The NPCs all share the same AI. There’s no AI difference between Rytlock, Rox, or Magg (CoF) aside from the skills that they use….”
I think you’re mixing two subjects here: he seems to be saying that it doesn’t work any differently, which I’m sure is true – all they do is follow someone around, fight things, and occasionally res someone or each other, all of which can be found in other NPC’s – but the skills they have do make a very noticeable difference to their effectiveness in gameplay.
If you watch some generic NPC in the world get into a fight with something, often they just stand there staring each other in the face, using an attack every few seconds, and occasionally something from a small pool of abilities. Often very useless ones. Ever seen Iron Legion Engineers drop a net turret, stand in place anyway, drop a medkit they aren’t even aware of to walk into, and throw a wimpy little grenade now and again? Yet, they’d be so much less pathetic if they’d do something as simple as dropping a healing turret instead.
So many of the things in the world (allied and enemy alike) feel a breeze start to blow and cough up some meaningless utility then fall on their faces and die. Granted with some enemies it doesn’t matter as they’re so generic they could just make more of them to give us something to do instead, but it seems kind of silly when you’ve got some town/camp/base sending out patrols which just walk a few feet, fight, die. If you res them they just get into another fight and lose that, too. And if they encounter anything not in their (usually) two person group, even another of said groups, they won’t revive it regardless of friendly status.
Having some that are actually useful, even if far from being able to do all this themselves, is so much better after dealing with a world full of things not even worth the time it takes to revive them.
-smack them out of it (it’s bigger than it looks, but it does end)
-interrupt them a lot to stall casting it
-lure other stuff out and kill it first
-lure them out and kill them (can be tricky as some like to just sit in there)
As far as I can tell its face is unique. I don’t think you could recreate that as either male or female using the current options.
…but let’s not forget past projects, which could also use updated AI. Some of it could stand to be passed on to enemies as well (maybe sans the revive, though that would be truly hilarious and a little disconcerting).
This is a pretty easy dungeon tbh, the only hard parts are buggy invisible attacks from bosses, and if you’re in small numbers and get those pulling oozes… well you better be ready to dodge/block/reflect a lot of projectiles and ideally have stability.
Two players can do it though, and I suspect one if they really wanted to make it happen, so if you have a full group it honestly doesn’t matter if you fill it with randoms and don’t even question how capable they are. If nothing else they can distract stuff a few moments and be ressed for the next bit. For us, just grabbing whoever wanted to go, mostly there’d only be one or two who were a bit more easily squished, and we were prepared to keep them afloat where possible and res later if not. The most difficult run so far was just because we got a lot of invisible damage in the end, but I just managed to hold it off and finish off a boss, which revives everyone and becomes super-easy-mode.
So far only one failed – because the gate to the bosses never opened. :|
Yeah tbh these two are the first NPCs in a long time that actually do something remotely useful instead of lying around dead for a fight and ressing at the end. Sometimes I even bothered to res them (and that weird devourer) in combat, knowing that they’d probably survive to the end and not just get me in an endless circle of revives.
I really wish they’d update their AI like this in general, and make (at least some of) the game’s open world content less wimpy at the same time. Too much of it is either pathetically easy, or becomes ‘difficult’ by just killing you with a stern glance. Both these options are largely bad and should be replaced with more middle-ground.
For me it’s just bad luck – there are fire fields not showing and shockwaves not syncing with their animations, which can be anything from a barely noticeable nuisance to near instant death depending on how many hit me at a time and how severe they were. That, and the one guy occasionally teleports to me and instantly does something equivalent to warrior’s stomp, sending me over the edge in rare cases or into fire fields more likely.
If you kill him first the other guy turns the outer part of the arena into a whirlwind that knocks you back off the platform slowly, but you can stand in the middle area and move around his fire things where possible, and it’s not very difficult. I’ve yet to see it fail after that point actually.
Did you destroy the Faulty Gate after the Effigy? That leads to the next part.
It was well past that, in the place where you disable three steam vents (or rather disable the vents with three levers). Normally (I’ve since restarted and completed it a few times) walking up to the railing to look down on that arena thing where you fight the bosses brings the NPCs there tailing whoever they’ve decided to follow, and their dialogue precedes the gate opening.
In that case they never said anything, on multiple approaches, and the gate didn’t open.
http://i.imgur.com/8I5rxaa.jpg (this is technically from post-dungeon-completion but being a charr’s face I doubt it could really be a spoiler)
So I never really looked at these guys before on account of them being fighting or dead, but I notice something interesting here. Flame Legion of any consequence being entirely male, this model would seem to indicate – burning eye weirdness aside – that male char need not actually all be ugly deformed things. Like really, that’s probably the most reasonable face I’ve seen on one yet, and actually looks somewhat like an animal instead of a weird mutant thing that was beaten in the head with a crowbar every day of its life.
Maybe there’s yet hope for some more-animal-than-monster choices after all?
Althea, Rurik’s fiancée, was killed by the Charr in GW1 and her body was used for some ritual sacrifice. She could have been eaten, but overall it hasn’t been flat out answered that they do.
One of the ascended items the laurel vendor sells would seem to suggest it involved fire.
I ran GW1 missions for her ashes, it was indeed fire. I even sold her ashes a few times. That was very morbid, but it made a quick couple of coppers for me!
I’m a horrible man now.
A few times? Apparently there was a fair bit left over then…
After doing it some more I think:
-some fire fields are invisible
-a lot of shockwaves are horribly out of sync with their animation (frankly not uncommon with attacks like that IME)
Okay, so besides non-rendered AOE of whatever kind, I see that if everyone dies you have to respawn very fast because it will force-reset in a few seconds, and anyone not spawned will appear dead in the ‘arena’ thing with the bosses revived (if applicable) and at full health. So then you have to revive them…
I can’t tell if that’s broken or just a needlessly annoying design ‘feature’…
Okay so after restarting and getting into the boss fight, about half way through I start taking huge damage from some kind of AOE with NO indication, and NO visible effect at all. I can see the fire fields, and the shockwaves, but this just comes out of nowhere and I can’t do anything to counter it, nor outheal it.
Is there some kind of hard limit on the game rendering AOE effects? I have the highest possible settings…
We ran into the room with those steam vent controls, turned them off (was that wrong?) and… um…
Yeah we’ve been stuck there ever since. The gate will not open and there’s nothing to kill or do. Tried teleporting, tried leaping to our deaths, nothing has any effect.
Is this a known bug? Any way around it, or do we have to just start again?
I notice that with all settings maxed in this game white charr develop an aura… guess someone overdid the bloom or something lol.
Althea, Rurik’s fiancée, was killed by the Charr in GW1 and her body was used for some ritual sacrifice. She could have been eaten, but overall it hasn’t been flat out answered that they do.
One of the ascended items the laurel vendor sells would seem to suggest it involved fire.
I’m fine with most of the combat animations, excluding very few, like the Leap of Faith. Unlike others, it doesn’t look brutal, just clumsy.
On the other hand, in my opinion, the axe attack chain on the Warrior and Hundred Blades look so darn good. I remember when i first tried axes on my Charr I was like “LOL holy kitten” when he did a triple chop on the enemy. Just felt like he bashed him into the kitten ground with it, I loved it.
Killing an enemy with mace 4 on a warrior as a charr is also satisfying, even though it’s a fatally incorrect usage of it
.
Hundred Blades always looked to me like a really terrible use of force and leverage. Seeing my character stand there with a huge heavy sword and swipe it back and forth like that makes me think he’s an idiot.
The axe one is funny though, it’s like after the first three hits you get ‘unhappy’ at it for still being alive and decide to dispense with this ‘cutting’ and just bludgeon it to death.
Well I did make a disproportionate number of female charr because I hate most of the face options available to male charr. The voice doesn’t bother me though. Do you just not like the way it sounds, or are you trying to RP an (ex?) flame-legion caster or something and need it to be male?
I usually use the mohawk or that one with the hair all sticking up still, but not actually made spikey on purpose. And um… sometimes one of the plainer horn sets, but my engineer got the ones with a cog in the middle, ’cause it looks funny.
Is it just me or can flamethrowers only hit while moving if the target is centre-screen? Is this some kind of a bug, or a ‘feature’ like the target-nearest button which doesn’t?
Just best mesmer charr in NA
http://img195.imageshack.us/img195/8503/gw055k.jpg
T3 helm
Vigil gloves, chest and leggins
SE bootscant remember the shoulders name
with eternal chains (focus) and in the future bolt
That looks like a sunflower costume…
Does this screw up if it happens between firing an arrow (as in auto-attack) and it hitting? I’ve noticed lately I sometimes use my heal and find myself already with ‘revealed’ on, and I guess if I’m taking slow damage it must trigger about the same time as I want to use HiS.
It occurred to me that if they just made it a short-duration (like 2s) version of smokescreen, it’d be defensive without getting in the way and it would still be possible to stealth yourself from it if certain skills were available (like HS).
Yes it does because the attack lands after you have stealthed from it thus triggering revealed
Okay, but why when I use pistol #5 —> dagger #2 does it not de-stealth until my next attack hits?
.