Speaking of necromancers…
(ignore the lack of anti-aliasing, I use an injector and I don’t think it shows up on in-game screenshots)
A: they’re all proportionally correct. Just move the slider back and forth then let go when you like it.
I’ve got:
WASD – movement (strafes, no turns).
skills 1234 are instead 4123. Mouse macro for 4 (auto-attack).
skill 5 is R. Heal is Q.
My most active utility goes in E. Stun breaker goes in Z. Extra goes in X. Elite is G, while F remains F.
Weapon swap is C, dodge is V, about-face is B and stow weapons is N.
Shift is next target, tab is ‘nearest’ target. F1-F4 are side buttons on my mouse. ~ is autorun. Space is still jump.
- strafe right … mouse back button
You what now?
You need to select ‘represent’ for each different character, but yes it has access.
Join a server that’s really bad at WvW and harvest nodes in enemy territory (i.e. all of it).
Make them use their rifle if possible, and apply blinding.
This is based more on my time as a warrior than a thief. Outside of volley, rifle has slow attacks, so blind hurts it quite a bit. Outside of frenzy and HB, GS has slow attacks too. Smoke screen with its new buff/fix would be nice since you can blind them in melee range or block projectiles at longer range. Dagger storm if you could reflect a good volley or killshot might flatten them. Off hand pistol w/ dagger #3 and #6 or short bow #6 could help.
Studying astrology could lead to others things as well. Math and Physics I figure are all well entrenched in Charr culture as it relates to engineering and war. This could also provide the gateway to more powerful ballistics and rocketry.
Astrology leading to WMD… now that would be amusing. I think you mean astronomy however.
No class has a thrusting attack
…except the ones that do.
Didn’t they take this idea from GW1?
I did a quick run when the fractals opened but it was a bit buggy. Someone got dc’d and couldn’t get back in, so I decided to leave it until they’ve had time to fix things. Seemed easier and less rewarding than a normal dungeon, at the initial difficulty. Got 5 of those… things… it gives you.
Back to farming for now though.
http://wiki.guildwars2.com/wiki/Sword#Skills_by_profession
idk how viable sword builds are for all these classes, however.
When a bunch of flame legion veterans died at the door I was like ‘I can’t believe I’m reviving you’.
I thought it was ‘ashes and death’ or something. I don’t think those are legion based.
I have a feeling it’s something that they could do but aren’t interested in for the lack of practical uses it offers so far.
My warrior can’t shout in mid air. Figure that one out… even being smacked in the head hard enough to daze, or knocked back like 30 feet doesn’t keep him from shouting. Yet, hop 30cm into the air…
Only if you promise me it’s not that highlight reel of a guy shooting glass cannons and including bugged damage.
After testing, I honestly cannot tell any difference speed wise between double-tap and fast casting. Even sitting there looking for it.
Not that it matters if you never miss the target marker anyway, but if anyone else sometimes finds their cursor is lost in a myriad of special effects, it might be easier for them to just double tap the rest of the time.
‘Because Bladetrail hits twice…’
^That part.
Anyway, I’m mentioning those abilities because they’re awesome. I also didn’t say DD got the full range while BT doesn’t, it was just a response to your pointing out its range at all. I wouldn’t use either of them at longer ranges. Warriors have bow/rifle for that and thieves now have a buffed ‘Get over here!’ utility (note that warriors have one snare utility that still only goes to 900 and is frankly terrible).
Okay, to recap, I prefer DD because:
*harder to see, and possibly also faster but not confirmed
*hits guy A, bounces to guy B if he’s within range rather than just going in a straight line away from me
*can be cast three times in a row if I feel like it, on top of any rebounds that might have struck my original target
*1/4s cast time instead of 3/4s
*1s longer inherent cripple
Can hit twice. Like I said somewhere higher up the thread, it’s good for AI and stupid people. That, or if you can set it up to hit and turn around in almost the same moment, but it’s not easy on another person. The projectile is huge and obvious though (I mean it’s quite literally the difference between a greatsword and a dagger) and unless you’ve traited into immobilise on cripple they should, if they’ve any idea what’s going on, just dodge. If not before it hits at all then at least before it comes back.
It’s also not very good for chasing IME because it still has to catch up to them, and therefore won’t actually work from 900 range. If I was going for that trait I’d much prefer the rifle’s #2 ability (1200 ranged, faster, and piercing), the hammer’s #3 (speaking of AoE…) or better yet, avoid the trait altogether and use off hand mace’s line of knockdown. It travels (very) slowly as well, but has 1200 range and… is a knockdown. Once you get used to it it’s a really awesome skill for fighting and catching people, not to forget interrupting.
As for DD, I never said I agreed with the way the nerf was done, but for a cripple I much prefer it. It’s quick (or at least I’ve never had issues with it being outrun or sidestepped), harder to see, and will bounce from one person to another (and back again, if there’s only two) without me having to line them up. I do think they should reduce its cost now that it’s lots so much damage, though, because frankly cripple isn’t that awesome.
EDIT: I forgot to mention the axe’s ranged cripple can be traited to also immobilise and combined with the o/h mace’s knockdown line for awesomeness.
EDIT2: I accidentally an apostrophe.
(edited by LameFox.6349)
Reflect projectiles? Isn’t that the ranger version?
I actually really like whirling axes, but I admit it’s pathetic. The single benefit of that skill is that you can dodge while it’s up without interrupting it. Otherwise all it can do outside of farming is build adrenaline, and axe does that pretty well with just the auto attack.
In WvW on my tankier builds when another warrior does this, I actually run into it on purpose and start hitting him because the little damage it does is worth it for a target that won’t try to run away.
Warriors weren’t nerfed because they were too busy nerfing mesmers because lazy noobs in siege towers cba to kill a phantasm. Have a look over at the mesmer forum- it’s like an exodus of that class.
While I don’t really think they deserve to be able to cast them through walls, I have to admit, it beggars belief the way people ignore those things. They take a swing or two and then he’s lost a source of DPS – hit them!
The fact that you highlighted dual shot of all things makes me think you’re joking or misplaced a *
0/30/0/30/10 can be decent. Or I guess 10/20/0/30/10 or 10/30/0/30/0. Warhorn condition removal, shout heals, damage buff from boons. Runed to increase your boon/boons of choice, or remove conditions on shouting as well. Nice with a mainhand sword and a rifle for stuff you don’t want to get close to, since they both use the precision line. FGJ and SoR gives permanent might/fury and SoR plus warhorn gives permanent swiftness without having to use the warhorn on every single recharge (since it’s also for conditions).
On the other hand, something like 0/30/30/0/10 with Valkyrie could work out nice. Defence traits could be adrenaline on hit, stability on knockdown (etc) and retaliation on critical or endure pain on 25% health.
With knight’s, something similar with shifted stats a bit, like 30/0/30/0/10 (axes!) or 20/0/30/0/20 for better critical damage/chance (adrenaline dmg and crit traits, plus axe critical dmg and signet recharge for SoR and the condi removal signet if you want).
It’s your punishment for not activating the signet.
What’s JC?
Message Body length must at least be 15.
I know it’s from a trait, it just doesn’t mention what the bonus is.
He’s using 25/25/0/0/20. If you were looking for a 20 in the middle, this… may not have ideal results…
I have in fact encountered a Charr NPC that informed me certain Quaggans tasted better than others. She (I think it was a she, but it’s been a while) was also a pirate, for whatever that’s worth.
I like having a thief in dungeons. We can use it as bait.
No i don’t think you’ve grasped the basic point there.
Someone claimed RS hits for 20K. It does not – they thought each damage figure was an individual one not the cumulative amount. RS is a 5-7k channeled damage ability.
Kil shot, singular, is a cast time – albeit a short cast time – shot that has been documented in the 15-20k plus range. This is far too much.
I’m not sure i can make it any simpler for you.
http://wiki.guildwars2.com/wiki/Rapid_Fire
http://wiki.guildwars2.com/wiki/Kill_Shot
What he actually said was ‘rangers can do upwards of 20k in rapid shot [sic]’.
Now I don’t play a ranger anymore, but given that rapidfire has a higher total damage (and DPS) than killshot, and killshot can (albeit with a lot of coaxing) deal ~20k damage, I’m guessing it’s probably true.
Why you’ve assumed he meant per hit I have no idea.
Of course, you could always just try out both lol.
I started out getting pwr-vit/tgh after I decided not to use pure berserker’s, and it was decent, though I liked it more in WvW than dungeons. Then I made a knight’s set to get more criticals in my WvW fights and ended up just using it all over because I realized I didn’t miss that little bit of power or the vitality at all.
Or you could use soldier’s armour and knight’s jewellery (mine is berserker’s), if you really want to just be a brick.
EDIT: again, I do always take ways to kill conditions though. I’ve got soldier’s runes for shout condition removal, and I’ve usually got the signet recharge trait so when I’m not running full shouts I carry the endurance/cure signet for emergency purges (and more dodging is never bad).
(edited by LameFox.6349)
Also, I’m kinda sceptical how efficient this is vs dungeon mobs/bosses that don’t die outright. How much do you rely on frenzy/endure pain? What can you do when they’re on c/d? 40k damage sounds nice in theory, but only if it’s not something you do once per frenzy recharge.
Also, why do you care about the recharge of last chance when you’re using frenzy (60s) and endure pain (90s)? Coupled with the sigil of rage (I think that’s the quickness one) it seems like it would potentially increase the time you spend being useful.
Given that you seem to be going for attack of opportunity with a weapon that causes no bleeding (thus relying on the minor trait) it also might help to use the longer bleed duration over gaining fury on being hit for more than 1/5 of your health. You’ll presumably have fury a lot anyway from the signet, plus your GS can grant it easily enough if gaining adrenaline isn’t a problem for you. 30pts in arms can also give you more adrenaline on critical hits, for that matter, if you don’t want the 90s cooldown quickness.
What is the actual damage gain from lower endurance, btw? Or is this undocumented?
Turning on fast casting isn’t necessary. If you want a skill to happen right away where you’re pointing, double-tap the key. Then if you lose your cursor in a million flashy effects during a fight, but you need to whirl your way to some sort of escape/attack, you can leave that .25 of a second you need between taps for it to show you precisely where you’re going.
If you’re on a european server, I’d be happy to demonstrate the inferiority of your choice of elites via WvW should our servers ever compete. ;P
When I say ‘travels in a line’ I mean ’doesn’t seek out enemies to bounce between’.
Dancing Dagger doesn’t seek either, nor do the bounced projectiles it generates on contact. They’re all rather slow straight-line projectiles.
The ‘to’ is important in that sentence.
At any rate: the point is that dancing dagger can multi-hit under way more versatile conditions than bladetrail. I think it goes faster but it might just feel like it since it’s so much harder to see… which in either case still falls well in its favour.
Rangers 20K with rapid shot????
No they can’t. They just can’t. What you’re doing is adding each number from RS together and goig ‘wowsas!’ – whats actually happening with rapid shot is that its a channelled ability where the num ber shown is the cumulative amount. So if the first hit is 600 and the next 1200 – tha’s not 1800, that is just 1200.
Hahaha… oh wow.
Okay, so clearly kill shot should just be renamed kill shots and made to fire 5 times or something during its channel for the same total damage. Bonus: now virtually aegis-proof!
You people are over thinking this way too much
OP asked for observations; observations were given. Just how little thinking do you want?
and I am guessing you are findings are almost entirely due to your bias from the onset, resulting in selectively gathering these examples (conscious or unconscious).
Selectively gathering examples is kind of the point of the thread. I guess we could look for examples of straight charr relationships, but it seems kind of redundant given that:
*charr reproduce sexually
*charr still exist
I use axes to mass-tag groups and build adrenaline. You can even be pretty glassy because in axe 5 you can dodge without breaking the skill, so just activate and dodge through some enemies. Then set them all on fire with the bow, then fire that explosive thingy into the middle.
Soldier will actually allow you to take more punishment than knight’s because when facing raw damage, the 900 bonus from knight vs the 600 armor from soldier is actually only about a 10~15% damage reduction over Soldier, but the 6k health you are getting from soldier lets you take 25% or more (depending on your health, you being 22k currently, roudning to 24k) punishment.
…sort of.
Looking at it this way is basically ‘if I stood there taking hits, which set would let me stand there longer?’ which benefits the higher vitality set. This is useful in short fights, because standing there that little bit longer could mean I kill what or whoever I’m fighting.
If I plan for the fight to last longer though, the damage reduction helps because by then it’s my healing, not my total health, that’s keeping me in the fight. The harder it is to knock off my hitpoints, the more I benefit from restoring them. Conditions are an exception but I really hate them so I’ve always got a few ways to get rid of them.
Precision is also useful for anything you might trigger on critical hits, but yes I tend to use more than the base critical damage as well.
EDIT: to be clear, the base critical damage is +50% of an attack, so tooltip wise I’d only need to be showing another 50% to be at 200% attack damage on critical.
(edited by LameFox.6349)
Toggle your walk and you move on 2 feet like the npc’s, but you are slower of course…just like the NPCs.
Walking is completely unrelated to this.
When I say ‘travels in a line’ I mean ’doesn’t seek out enemies to bounce between’.
I like knight’s better, personally. I’m not sure if it’s a net increase in longevity by itself, but the extra toughness will indirectly improve my heal effectiveness for longer fights, and I get better damage with precision as well rather than just a bit higher power. Plus 5% of my toughness goes to power if I trait that way, for whatever that’s worth.
If I started feeling kitteny I think I’d see a doctor and/or psychiatrist.
One question: When your friend went AFK, how long did it typically take for his auto attacking to stop ?
I kinda doubt he came back or tabbed back in and thought ‘well, let’s look at the combat log to see how long I was hitting for’.
It’s because low levels suck and there’s an event people are all caught up in.
They’re useless enough that there’s basically no reason besides novelty to have them slotted. It’s like that one gun in a FPS you really want to like but no matter how you try to make it useful, you’d always be better off with something else.
I hate game design that says ‘you can have fun here, but only if you sacrifice effectiveness’.
I just had my controls become completely unresponsive for no apparent reason during an event. I wasn’t stunned (I had no conditions at all for most of the duration) but nothing would activate at all until I was downed. Movement, skills, whatever. The game was aware I was pressing keys as skills would blink but not activate, even delayed, so I don’t think it was lag (plus lag has never immobilised me before).
It was actually very much like having pressed enter accidentally and entered chat… but that was one of the first things I looked for and it wasn’t the case. The moment I was downed, things started to work again, not that it did any good by then.
Bladetrail…
*is slow
*travels in a line
*didn’t do as much damage in the first place (bugs aside)
*has a cooldown
*1s lower cripple
Honestly its only redeeming feature is that it can hit AI and stupid people twice.
Lol every other professions damaging attacks HAVE been nerfed, the warrior class is just Anets angel that can do no wrong. Warriors are saying dont nerf our danage we will be useless, whike every ither professions damage has been nerfed hard. No class minus the thief even hits as hard as you warriors nothing even comes close.
Perhaps the reason they consider it balanced is because… this is what they meant for it to do? I mean its special abilities are even called burst skills, it’s transcended mere hinting by that point.
- I use butternut squash buffs that give +100 precious and +10% crit damage
I have a ring with stats just like that…