No, this is not SAB wars 2. Stop bringing it back. I’m actually tired of fighting snakes and rabbits when I could be fighting dragons that are as big as a city.
You are right. It’s not like SAB is completely optional.
I learned that I can rationalize everything if I put my mind to it.
Fractal levels were reset because a new exciting leaderboard was going to come out to allow the best and brightest to race to the finish without cheating by getting a head start. That plan is working out well: just check out GW2 Leaderboards.
New instability inc: Hotkeys disabled, skillclicking required
So it gets a response when post in the game bugs section. Graveyard subforum confirmed.
In all seriousness though it’s nice to get a response on this instead of silence for once
forums, much more exciting.
I’m waiting to see when the patch arrives when we can kill Scarlet. I’ll then asess (misspelled because this filter is kittening stupid) which class is best suited to dispatching her and gear up that class.
It would be very nice to get a statement by a dev.
That’s a tall order.
+1 idea such amaze much reasonable wow
It’s disappointing with WvW and PvP getting lots of developer posts and attention whenever clicking the Dev tracker button and PvE has gotten nothing since Hrouda left unless it’s about a bug or about SAB.
Developing ascended gear actually has an opportunity cost.
Yes, thank you for restoring deleted content and introducing ascended armor. I’ll be so happy I’ll continue to not log on.
Great discussion, keep it going.
Personally I think that the forum thumbs up system is uninformative and lacking. I think we should take a leaf from other successful social platforms and implement upvotes and downvotes for posts.
Separate the kitten posts from the good ones.
The best contents of this game was “The Tower of Nightmares”….it was by far the best MMORPG contents ive ever played. that is wat i call GW2.
What was so exciting about the Tower of Nightmares? Really the only thing that stood out in that content for me was the fact that the artwork/environment seemed to be pretty well designed (though I wouldn’t call it the best content I’ve ever played).
Aww, I liked the kill. Don’t let those elitists put you down!
Bump please fix
From release page: Battle through this infinitely challenging series of dungeons.
From dev post: The maximum level will still be 50. (Furthermore, 50 will represent the AR needed for 50-59, so this almost assuredly means that you won’t be able to do a level 50 daily because if you could, you would be able to do level 51).
False advertising. But then, Anet doesn’t exactly have a history of honest advertising.
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I found it easiest when I needed to hike up floor 3 to guest to Vabbi and solo the portal event myself. The mobs have a lot less hp and I only needed to kill like 5 menders to proceed.
Promoting toughness or healing just enforces a rather boring trinity unfocused on active damage mitigation. But I would say that condition damage could use some loving (at least, stop making bosses that cleanse conditions like once every five seconds).
I think the last patch of the year will be transcended gear and a reset of everyone’s legendaries.
I’m curious as to what the practical purpose of that change will be since according to a dev post 50 will still be the maximum level. I guess it’s just there when they actually make higher levels of fractals above 50 available for whatever arbitrary reason and you need to grind out that AR slot to higher than +5.
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There was just way too much to read with little to no organization in my opinion. I think that all people really need to keep their word limit down and the dev OP could perhaps be updated with summaries or Q/A.
I also think that the last topic, “Living World” was somewhat vague as it basically encompasses all updates of this entire year. So what resulted was a massive influx of unorganized information.
Hmm yes the excellent election where the true winners were those that stockpiled support tokens until the end for delicious vendor moneys.
Normal dredges and flame legion won’t work. The way I did it was trek up level 3 of the nightmare tower and kill about 4 normal molten alliance enemies on the way, then got the rest by camping the third room of the final story instance (which has 3 portals that continuously spawn molten alliance creatures).
I await the glory of conquering Mists Instabilities. I hope that the pinnacle of such achievements is having to acquire a stacking toughness sigil and only being able to damage such bosses with 25 toughness stacks.
Yes, it is viable for PvE. The downed state mechanic allows you to keep fighting once you go down even with retaliation, so as long as allies keep rezzing you you can continue to tank hits and dish out retaliation damage.
As an example, I once took my guardian into CoE and tanked all of Alpha’s ice spikes even while we were all stacking. I went down a few times but the retaliation damage I think was worth it.
How about making everyone’s characters level 30, even those at max level, but making it so that when you level up one character, all of them gain a level? Wouldn’t that be exciting? I know I for sure would want to experience all of the open world content this way.
So what this update has done is the following:
- Screw over a bunch of people that got to lvl50+ or 50 by invalidating their work and putting them on the same standard as some random scrub that just hit lvl30.
- Hand out Fractal weapons to everyone: if anything, they should have changed them to only drop in lvl30 or lvl40+, not lower the requirement to get them.
- Remove any incentive to do more than 1 Fractal run/day, because they are now account bound and doing a daily again is basically a waste of time. The only reason the day after the patch to do extra levels is in order to get to 50 first. Woopdi-flipping-doo. As if this game wasn’t alt-unfriendly enough.
- Cheat a bunch of people out of 100’s of gold because of the t6 mats they used to make special infusions.
- Show yet again how incompetent Anet is as a company.
- Show yet again how little Anet cares about their hardcore high-end PvE community.
Yep, and dumb down difficulty after level 30 because it’s too hard because metrics.
But hey, we get another dredge fractal and a chest that gives one gold for doing a daily 48!
Yes, and the FAQ uses inappropriate headers. Those are dangerous.
Applying conditions to ambient creatures puts you in combat, but just using direct damage doesn’t. Consider: if I kill a frog with my warrior’s mace auto attack, it never puts me in combat. If I kill a frog with my warrior’s greatsword auto attack or sword auto attack (notice bleeding and vuln come with those), I get put in combat. This is also reproducible with other classes/weapons.
Killing ambient creatures is a great stress reliever and good way to get weapon master achievements while leveling. I thus humbly ask that this inconsistency of triggering combat speed against ambient creatures be changed so that applying conditions to ambient creatures does not put you in combat.
Druid spirit? Oh for kitten’s sake, now I need to change my druid’s race or he will not be complete
I wonder if this is the build the dev guard was using during the TA Aetherpath livestream.
A friend of mine just got the TA Aetherpath exclusive warhorn skin. It dropped from the end boss chest (chest that spawns after you defeat Clockwork Oakheart).
They are already being traded (or at least listed and delisted) from I have seen. The only people who can access the market for them right now are people who own a Mini Toxic Hybrid and who right click it and select “Buy More at Trading Post” (can also do sell more but that won’t give you total listings).
My favorite part of the patch was the Nightmare Chambers. The first two groups of enemies that you had to kill on the way to the boss were not really difficult and didn’t enjoy them much. This especially goes true for the Toxic creatures, which when you kill them they essentially become a punching bag that you have to kill once again.
However, some of the bosses were quite interesting. The Champion Queen Spider, Logan Thackery, and Trahearne were all quite funny. Especially Trahearne – when I walked in I wasn’t expecting to immediately die from his Whirling Wrath. The bosses had interesting melee mechanics though they were far too easy to range in my opinion (at least Logan teleported and Trahearne occasionally reflected projectiles, though). Most of the bosses I would have enjoyed a harder difficulty though. Vigil mentor and Aetherblade army as end bosses were kind of boring – lack of interesting mechanics and they hit for little damage.
One time I went through the chamber and it might have been a bug but I was infected with permanent toxin DoT. I thought this was rather interesting as it made the fights quite a bit harder with the DoT pressure! Anyways, even though it probably was a bug it would have been cool to have a gambit system for more rewards a la Queen’s Gauntlet.
However, I feel that the rewards were not enough when taking into consideration the long hike just to get to the Nightmare Chamber itself. I would have liked an easier way to access the Nightmare Chambers.
Of course running up the tower itself favors as much defensive gear/stealth as you can get because you’re not going to kill anything. But as for the mobs themselves (if the zerg hasn’t managed to clear the door events allowing you to keep moving up floors), and definitely for the nightmare chambers and final instance, zerk is still the best option if you want to complete it efficiently.
I simply hate running full zerk, for me that is not fun at all. (Except for kill shotting noobs in WvW.)
I run a hybrid DPS/Tank staff ele build. In normal PvE content, my defensive skills/traits/stats would be considered a problem, sacrificing DPS for no reason. However in the tower, my build is awesome. I still do enough damage to kill everything, and I have enough heals, condition cleanses, stability, and invulnerability to survive.
You have my thanks, Anet! This is the first PvE combat in months that I have enjoyed.
Funny thing, my zerk ele has heals, condition cleanses, stability and invulnerability too.
I was responding to this:
logic dictates that hitting harder reduces the mob damge right?
get the bucket out of your head man… read what he is wondering… no matter how harder he hits, how faster the mobs dies, if the spider kills the group seconds after the initial pull its not a matter of killing it faster but surviving the initial aoe damage the party suffers.
It will always be faster with a zerk build, but people won’t die because of low dps. If you can’t endure (and die) the spider fight (or any other boss) because its “too long” then you are doing something wrong.
Which is incorrect. People do die because of low dps. Condition removal and invulns, contrary to popular belief, actually have cooldowns. And that immobilize will make you unable to evade her regular attack which does quite a bit of damage and applies weakness. Your statement about everyone who isn’t able to endure “any other boss” fight for very long periods of time is “doing something wrong” also implies that you think people should run defensive gear.
Finally, if the spider queen is doing the poison AOE that ticks for moderate-high damage on your stack behind the wall, that’s easier fixed with better pulling than wearing more defensive gear to absorb the damage or using cooldowns better spent on absorbing her web attack.
Dodge normal attack, tank/cleanse heal the immobilize attack (even zerk ele can survive at least 2 full web attacks as long as they cleanse immob at end). If spider queen is using Poison AoE while you are stacked on the wall, that’s easier fixed with better pulling than wearing gear that gives you No Dps.
Nothing. As usual.
Almost as exciting as the TA Aetherpath, in which we only learned that “Scarlet knew Caithe has a secret.”
Honestly, I thought that the only remotely interesting part of the patch were a few of the nightmare chambers. Unfortunately almost everything does almost zero damage and it’s all faceroll content in the instances (or annoying immob/cond spam on the way up the tower in open world) that I couldn’t take it seriously. A higher level of difficulty scale might have made things more interesting. The champion queen spider I liked somewhat.
Apparantly Anet didn’t learn anything about the TA Aetherpath and decided to make long, unskippable boring dialogue/cutscenes in the final instance. Then they expect people to repeat that instance twice after doing it the first time again having to go through the unskippable dialogue.
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Nike, what do you think of my newest build? Does it warrant creating new thread where everyone could give some feedback? I’d love to hear some positive thoughts about it, I’m pretty sure this build will be new meta based on the recent comment from Jon Peters about increasing viability of condition damage builds.
Silentstorm, keep up the good work, don’t stop what you do because of this zerker circle*****.
I was blown away by the skills page before I even got to the traits. I’m excited.
No one is going to seriously run it until conversation/cutscenes can be skipped. Probably needs a reward tweak too.
Agreed, this and how many parts of the path revolve around NPC aggro RNG are why I don’t like to run it.
Elementalist changes are undesirable and unwarranted for PvE.
Most builds in PvE utilize Fresh Air or Conjured Weapons and the base cooldown attunement reduction will be around 2 seconds which is not much at all because of how FA/Conjured Weapons work.
However now in order to get BASIC survivability they have to dip 20 points deep into arcana for renewing stamina (vigor) which sacrifices a rather large amount of damage or utility.
This is another nerf for ele (PvE-wise) on the whole that is rather upsetting to say the least. The main changes that “offset” this nerf are the buff to Burning Rage (can take another Fire Trait besides Ember’s Might…though besides Conjurer/Persisting Flames none are very attractive) and slight cooldown attunement reduction (again, for FA/Conjurers, not very good at all). Anyways, on the whole those changes do not in any way mitigate the damage done with the renewing stamina change.
Why is it that guards/mesmers who are 2x tanky can get Vigor for 5 points yet Ele could get it for 10 pts in a rather comparably unattractive trait line gets its access nerfed?
I hate this thread so much please just take it down there are so many kitten bosses in this kitten game for the love of god and all that is kitteng holy who do you think you are to complain about the only fun dungeon boss in this game. Lupicus is the only reason I still play this game why are you even risking changing him are you out of your god kitten ed mind? More than half of these are just mechanics and not actual bugs… double kicks…. a bug???? Seriously man with all that there is to complain about in this game… just take the kitteng thread down. The fact that you think that lupicus has a fourth phase means that you have no right to make complaints about him.
That’s a lot of kittens (plural).
It doesn’t change the fact, that you constantly have to calculate the remaining hours to your timezone. It’s also pretty much the opposite of “QoL”.
There’s a reason the standardized UTC notation has been made (unlike GMT). Using it shouldn’t be hard and we don’t always have to know where the server is located, how many timezones are between and if the DST is currently applied there.
But we all know how globally the USA is thinking.PDT is usually UTC-8 (GMT-8)
but it’s currently different due to DST.
PDT is not “usually” UTC-8. PDT is always UTC-7 and never changes.
The West Coast observes PDT in the summer which is actually UTC-7 (and always UTC-7). In November it switches over to observing PST which is UTC-8.
PDT never switches between UTC-8 and UTC-7 – it’s always UTC-7. What happens is that California and similar areas switch from observing PDT (UTC-7) to observing PST (UTC-8).
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Berserker means that you use Berserker stat weapons/armor/trinkets.