80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
you should try rapid fire against a thief in wvw; its super fun.
1. Save them to buy ascended trinkets now.
2. Hoard them (for when full ascended gear is released).I’m going with option 2.
im curious; why do you think asc armour/weapons will be available with laurels?
- it seems to me like accessories/rings were made available because the primary method of aquisition (GMs/FotM) were both group based activities; and since asc gear offers a statistical advantage they decided to make it available (albeit; at a higher cost) to ‘single player mmo’ers’, if so; armour and weapons (especially weapons) aquisition definitely seems like it could be a single player story-esque… method… thing? – but i suppose i could be completely wrong
ascended amulets> anything else purchasable with laurels
… though i have occasionally (twice) spent all my laurels on gear boxes… its not worth it (atleast; until you have asc amulet and utility infusion -if you arent going for a wvw/agony infusion- on all your chars)
i can barely stand the current world bosses… they’re horribly boring; i find dungeons more fun
3 dungeon paths =
~200 tokens
- 200/30 = 6+ rares
- OR exo (gloves/boots/helm)
27s at end
10+s from most bosses
chance at loot/lodestone/core from each chest
seems pretty balanced to me
This is a proof of ppl farmin events using hacks
yea, that ranger is hacking alright. Lot of rangers tele botting farming underwater nowaday.
sadly rangers seem to be the botters class of choice… all but two of the monster kill botters ive reported have been rangers (node bots dont seem to be discriminate about class)
ranger is good for roaming solo/in small groups, but gets screwed zvz (pets), has superior mobility since RTL was nerfed
… longbow seems pretty niche; 1500 range is pretty safe to pew pew, offers decent aoe tagging (but as soon as a guard pops SYG; say bye to your health) and has nice utility in its stealth ‘tracking’
staff ele is amazing zvz, but gets screwed 1v1/x… can be mitigated by carrying round weapon swaps with an ambiguous build (but it sucks if you get caught in combat)
- could build bunker and run in zergs with d/d… but if they focus you…
i mostly play ranger in wvw; mainly because i like roaming; capping camps (which ranger excels at) and stuff; im not big zerger
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people still play with auto target on? learning to play without it will make you better (especially so in pvp/wvw)… much like fast cast targetting does
- i dont have an issue with using target next (bound to mouse wheel click); but i suppose a target next nearest would be nice
the best suggestion i recall hearing for orders is to revamp world boss events so that different order players have to do different things
… but locking 2/3 of the playerbase out of a dungeon that you NEED a group for would be a bad choice (look at some of the less popular dungeons on gw2lfg… then cut thats by two thirds)
rangers dont have bad dps; its just a massive pain in the kitten to get
sword rooting is counter intuitive to any encounter that requires twitch dodging
pets are pathetically dumb (a ‘dodge when i dodge’ would mitigate this alot; though it would be OP in pvp; it would help pve/wvw)
any support they bring is much better done by a different class
fury? eles and warr can pump it out without the horrible delay that red moa and call of the wild have
water field? ele.
cleanses? ele… guard… warr…
‘passive’ buffs (spirits)? warr banners.
combat res?… well… i do love spirit of nature renewel; but its not practical to summon it and then have the cast delay whilst someone is downed… (and gets mauled by aoes)
vulnerability? engi… warr…
projectile control… whirling axe sucks; it only protects half of the ‘ranger’ anyway
range? theres not really anything that needs 1500 range… but even so; engi does it better
… i love my ranger… but in dungeons… its just… not good
not that id refuse a ranger access to a party or anything; but i would be happier if a different class had joined instead
thieves are fine in dungeons imo, not ‘top tier’, but definitely not ‘ranger tier’
but of course ranger and thief seem to have the highest amount of bad players behind the wheel; which doesnt help things
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I don’t understand what I’m supposed to be looking at.
Everything I saw in the video, I can do on my Thief. It’s called shadowstep/shadow return. I don’t play other classes but I just assume everyone has a similar ability.
thats a ranger; and they dont.
Off the top of my head there’s only one fight in fractals where I use Wall and that’s to project the raving asura’s agony. It’s easy to dodge but I like to just slam those kitty golems as quick as possible at that point in the fractal.
In dungeons, I find it useful in speed clears of certain bosses (TA end boss) and some stuff in Orr, but I don’t keep it on my kit. I change to it when I think it’s necessary, but hey, that’s what is so great about being able to change your utility skills on the fly!
you dont take WoR for shaman/dredge?… really?…
shatter mesmer or s/d arcane ele imo
i like the fear me>kill shot gimmick; but it wont work on anyone with a bit of sense xD
There are no knights stats in SPVP im asking this question for experts to answer only not for people who don’t know the answer to dodge the question and come up with all of these other things that don’t apply to the question and that arn’t all even possible,
(from another thread)
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/74275/Gw2_2013-05-28_13-48-24-98.jpg
thats a ‘knights amulet’ spvp circles will refer to that as ‘knights’ despite it being different to pve ‘knights’ (in the same way that pvp zerker is different to pve zerker)
i dont play warr in pvp (for good reason) so cant comment on what sort of ammy they would want
WvW
soldiers (p/v/t) can be pretty interesting; but very low damage – at which point youll probably find yourself asking why arent you playing guard
zerker (p/p/crit) does great damage; but you wont be able to get it off easily (and you’ll melt like a snowflake on a radiator in the front line of a zerg)
knights (t/p/p) is a nice middle ground; you wont instagibbed by anything that sneezes your way and will deal decent damage (which is important for… greedy zerg tagging… and stuff)
your best bet would be mix and matching (full knights but no crit damage is wasted precision, alot of people seem to go for a mix of soldier and zerker… though i dont really like the low crit rate)
PvE
zerker… zerker… zerker; slot in a bit of knights if you need a bit more survivability; but you should be aiming to play well enough to go full zerker
knights and soldier in pve are training wheels
http://www.reddit.com/r/Guildwars2/comments/12dmi5/tip_stat_optimization_with_crit_damage/
is a good guide on how to optimise crit damage; if slightly outdated with the release of ascended trinkets
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That’s not explain the 10Stacks of regen. Seriously 10 stacks heal only 250 per seconds??
And Why Warbanner isn’t affected by this trait? (The cooldown Reduction by the V Trait works)
10 stacks at 4s per stacks would mean 40 ticks for 250 health
but banners apply more regen ‘stacks’ than that
all boons; aside from might; stack duration (meaning 2 regen stacks at 30s each = 60s regen, 2 stacks of might at 30s each would be +70 power/condam for 30s)
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Players were exploiting it by deleting and remaking characters, so we made it based on your entire account.
Edit:
Due to the reward being so high, and the upscaling for the living world, this was seen as being bad.I agreed, this also need to put into the future SAB too so people don’t remaking chars and keep farming for skins.
the major difference being that the guaranteed sab skins were accountbound
Players were exploiting it by deleting and remaking characters, so we made it based on your entire account.
Edit:
Due to the reward being so high, and the upscaling for the living world, this was seen as being bad.If at all feasible, for the future, wouldn’t the better solution be to limit to once per character slot? There has to be some way to flag each individual slot, with deletion/creation of a character in a given slot flagging the subsequent characters for that slot ineligible for rewards like this for, say, a week after creation?
Or, just have a variable for each account that limits the amount of times that account can earn that reward based on the total number of slots allocated to that account? (In this case, if people wanted to delete/create for what ever inane reason, the could do so, but wouldn’t be able to get the reward more times in total than the number of slots attached to the account).
A lot of people play alts and it’s getting more and more frustrating to do so with all the reward systems that can now only be done once per account.
Best to fix an exploit in a targeted way, rather than a “fix” that punishes legit game play!
i think thats a bit… complicated for whats needed; wouldnt it be easier to just prevent characters under a certain ‘age’ from recieving rewards (or drastically scale them down)
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its concept art (the shoulders are guild shoulders); that sadly doent seem to have made it ingame (it looks like it was split into the human t2 and t3 helms; which both loook horrible imo)
Full duration of banner regen amount. Come on people
im sorry; im a bit linguistically inept; but that was what i said, that ‘come on people’ sounds a bit dero… derogatory
Regeneration stacks in duration. It’s just that the 4sec regen is re applied every few seconds, so it’s displayed like that to show that it’s not giving that much regen in one pack, but spread out through the banner duration instead.
but the math doesnt support that; 30 procs (should be 31 with the latest patch?) of regen at 4 sec each means 120s of regen which (if ticking for 250/sec) should heal by 30k; which the tooltip disagrees with
i havent done null; but id much prefer it if the warnings appears around the same area as new build notifications; i have a small~ish monitor with UI set to smallest so chat and stuff obstructs as little of the screen as possible; which makes it annoying to read chat midfight
and my engineer can lob 3 grenades at the same time farther than any bow can propel an arrow or pistol/rifle propel a bullet.
eagle eye ranger disagrees
Prototype fractal capacitor purchased with fractal relics.
- dont bother going for a fractal capacitor unless you are going to ascend it; its base exotic form has lower stats than the lvl 80 masterwork backpiece you get from the story
if you feel like making a small compromise then you could get a cavalier (pow/tough/critdmg) backpiece for 42k from the uncontested temple of balthazar (though its rare you’ll find a server where it is uncontested; you’d likely need to ask around – theres a thread on the forums for it somewhere)
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If IE is traited, iMage bounces twice. Target gets 3 confusion stacks and 2 closest allies receive retaliation.
This gives me hope to finally justify using the torch in a WvW build! Thanks for the confirmed info, I’ll be testing my new build tonight and probably posting it right after if I deem it worthy =)
Don’t. As it is now, all bouncing skills which can bounce to allies are worthless. Clones are going to leech and waste your bluffing bounces.
retaliation is decent on clones >.>
Well d/d even has defence against projectiles (lol maybe i shouldnt tell this here but its not like any dev is reading the ele forum,right? )
coming here after reading the patch notes; this made me laugh
It still has!It just cant block treb shots now.
o.o wow…
kostbabis, I am assuming they reduced air1’s angle significantly? The auto-attack was the only reason to switch to air previously as air 2 stinks and everything else is on unreasonably high cooldowns. Has the auto-attack been nerfed into oblivion as well?
Dude..Its the exact opposite.Now i spam 1 and i hit both dummis at once..Its ridiculous how broad angle it has now.To the point that it doesnt make sence cause the animation is really misplaced.Tbh it feels weird and i didnt have much trouble hitting things before.
But definately a buff.That and the fact that earth2 blocking projectiles now (probably) classified as no bug like we thought makes d/d really sexydoes it still have its ‘not quite melee’ range?
yeah.It is still double the melee range.
good good; had a minor panic attack (even though i use s/d on my ele now)
im surprised; a number of water ‘fixes’ for each class… yet no mention of underwater lick wounds?; well ill continue enjoying that for a while (oh no; triple teamed in wvw… oh look… water… god mode)
if i recall correctly dont players have priority over clones and summons when it comes to buffs/heals?
Sadly, there doesn’t seem to be any priority at all. I’m testing it now, and its nearest bounce-able target. Only time I got it to bounce onto me is when i’m nearer than clones.
wow thats stupid then
if i recall correctly dont players have priority over clones and summons when it comes to buffs/heals? so wouldnt it prioritise bouncing to a player if in range? and i thought bouncing attacks went enemy>ally>enemy>ally anyway?
But the active state (weaken) is not very usefull – or I have miss something. Does someone use it ?
if its about to die or time out (but a bubble is still up) then you may as well
kostbabis, I am assuming they reduced air1’s angle significantly? The auto-attack was the only reason to switch to air previously as air 2 stinks and everything else is on unreasonably high cooldowns. Has the auto-attack been nerfed into oblivion as well?
Dude..Its the exact opposite.Now i spam 1 and i hit both dummis at once..Its ridiculous how broad angle it has now.To the point that it doesnt make sence cause the animation is really misplaced.Tbh it feels weird and i didnt have much trouble hitting things before.
But definately a buff.That and the fact that earth2 blocking projectiles now (probably) classified as no bug like we thought makes d/d really sexy
does it still have its ‘not quite melee’ range?
Well d/d even has defence against projectiles (lol maybe i shouldnt tell this here but its not like any dev is reading the ele forum,right? )
coming here after reading the patch notes; this made me laugh
how different is this going to feel when using LW?
very nice
- it had a horribly tight cleave cone before; if its on par with other melee weapons (looking at warr axe) its going to be much nicer for cleave
edit
oh… kitten … just read the other thread and realised if its exactly the same then it would lose its 300 range… which would suck; big time
edit2
retained its old range; good
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i dont think they’re going to (after all the dissent on the forums about it); it isnt needed and it would make some weapons obsolete (looking in particular at necro; which has no cleave and makes up for ti with staff marks)
I think this discussion needs to clarify if this is WvW or sPvP.
Because these are two very different beasts.
id guess wvw; because of ‘roaming’ in the OP
Roaming is an sPvP term as well. It denotes a class / player whose job is to move between mid point and home/opponent point.
Essentially, highly mobile support role (either damage or damage mitigation based).
Historically, Thiefs / Ele’s / GS Warriors fit this niche.
i recalled hearing it in hotm map chat halfway through writign my response; mb; i dont play spvp (rank 22) as often as pve/wvw
I think this discussion needs to clarify if this is WvW or sPvP.
Because these are two very different beasts.
id guess wvw; because of ‘roaming’ in the OP
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Lol, did you seriously think that the game would give you a trait that would heal you for more than your full HP in a 4 second time period?
Because that’s pretty dumb.
The thing is, Regeneration stacks duration, not intensity. The trait shows the full amount of healing that you would be getting.
@Linguistically Inept: According to the wiki the tooltip rounds the regen ticks to 4 seconds rather than 3. And even without that, it’s reapplied once every 3 seconds.
i know; but the tooltip math might still be working using the boon duration %
(and does boon duration round up duration in gameplay? i know on my guard some of the shouts have a few fractions on some of the boon tooltips)
- i also realised the regen kicks in 3 seconds after summon; which takes the effective banner duration down to 92 seconds, meaning 30 regen procs
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thats 10 stacks of regen; which stacks duration (and im sure is applied every few seconds -one?)
if its 250 per tick
250*4 = 1k
1k*10 = 10k?
or was my math stupid? (its quite possible)
edit -hang on… i did a booboo
95(banner duration)/3(time between each regen tick) = 31.6(666666666666….)
… rounded down to 31
31 applications of regen at 4s each = 124s of regen
124*250(heal/sec) = 31000 total healing over banner lifetime
second one?
- a lot of tooltips are a bit confused when it comes to duration stacking conditions/boons
- is that the exact heal per sec you get from regen? would you mind posting the healing power used for your gear?
assuming you only had 300 HealP then regen would tick for 167.5
plug that in…
124*167.5=20770
250 – 130 =120
120//0.125=960
you have 960 healing power for 250 heal per tick?
… i forgot what i was doing… and this probably isnt comprehensible…. oh well "/
- is boon duration rounded up? or down? or either?
31*3 = 93
93*250=23250
…. it might be boon duration causing the inconsistency; but im lazy to check (and its probably just another fail tooltip)
31*3.3(assuming 30% boon duration) = 102.3
102.3*250=25575
well… if your regen ticks for a bit less than you stated (rounded it?) then itll probably be boon duration being annoying
- oh; i just remembered (havent used banner regen in ages) regen doesnt pro straight away right? its a bit after spawn? thatd probably affect my (likely fail) calculations
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- Reef Shalk : complete pushovers. No threat at all. They are even worse underwater since they don’t do anything at all except attacking once every 4s.
reef skelks arent southsun exclusive; they’re in other maps too (such as kessex hills and mount maelstrom); so compared with southsun mobs they are a pushover
- the only southsun mobs i have an issue with are the drakes; why are the veteran drakes easier than the normal ones? oh right… because they dont use ridiculously OP moves
staple skill for jump puzzle players…
Jumping puzzles do not require dodge jump, although the jump does give you that “feeling good” thing, because it’s something that assures you more.
you are incorrect; as already mentioned wvw JPs (ive often utilised a dodge jump or two to get to some camping players and beat them up) as well as getting normal jump distance whilst in combat (for example; the griffon bomb puzzle; which often puts you in combat from fall damage…. but you cant stay and wait it out because a griffon will try attacking you and then your bomb will go kaboom)
SotA and WoR are hardly a Guardians “best” skills. I use WoR sometimes, but in general, it’s just not useful for what I do. If I’m in a dungeon like TA, I’m definitely taking WoR and grabbing my staff. In WvW, I may take WoR, but they really are situational. Stuff with Dredge will always have me equip WoR, I can’t blind those things so gotta do something. On the other hand, the groups I run with for dungeons usually, if not always, have 2-3 Guardians anyway, so I don’t always have to take it WoR.
SotA… it’s meh. Yes, there’s a projectile control, but it can be very unreliable, and I just don’t like spirit weapons. Since they are so squishy, I usually see it as more of a nuisance than a necessity/help. With my builds, I have enough control and support that in dungeons, it’s fine for me to personally not take WoR 100% of the time. In pugs, which I never do anymore, I take it, because I don’t trust that people can dodge boss projectiles and not get dropped off everything.
i cant think of any projectiles in TA except the (very few) archers and malrona (which is ridiculously easy to dodge, 1>2>1>2>1>2 attack pattern and well telegraphed… i guess it does alot of damage if reflected?)?
- to add clarification to my OP; i meant in dungeons (with projectiles; obviously its justifiable if youre fighting something with no projectiles)
The up/up (???) with the spiders and that part where you gotta run through a kitten ton of archers and blooms lol I never survive unless I have WoR, so I equip it then, and that’s pretty much the only time in that dungeon
malrona is the spider boss i assume you’re talking about; i dont know how much damage the reflect does but the projectiles are easy to avoid (i used to D/D ele and melee warr it); unlike stuff like the dredge fractal (where theres projectiles everywhere forever and ever and ever…. until the moles are dead)
- not that im saying WoR would be a bad choice for that boss; i dont know how much damage it does and cant think of any better suited utility anyway; just thakittens not really projectile intensive
blooms dont spawn projectiles; and the only archers that do substancial damage are the ones in the bubbles?
arent all the spiders melee too? with that weird cone (none projectile) attack/webs?
- i havent done TA in months; so i could be forgetting something
I use it often for JPs. Note that it is automatically the longest jump distance. It allows you to breach long gaps more easily. Drawbacks: you can’t steer while midair, you might overshoot and if you don’t pull it off, down you go XD
the other advantage being that it negates the combat speed drop; very useful for wvw or JPs with lots of hostile mobs
staple skill for jump puzzle players…
did you try attacking them with a ranged weapon and seeing where the projectile went? it sounds like a lag based issue to me
I didn’t attack during those three finish moves, because it was so weird that when first didn’t connect and I wasn’t interrupted I just wanted to see if second/third would do anything. I think I had dagger-dagger then, or alternate axe-focus. Didn’t notice anything strange about my Flesh Golem or Blood Fiend though.
I thought it might be lag, but if downed player is actually somewhere else then wouldn’t it make also impossible to start finish move?
if your minions were attacking where are then it likely wasnt lag
- ive tried reviving people a few times only to have the revive cancelled after a single health tick because they’re at a different place to me on their screen (i thought this was me lagging; but i realised other people cant res them either); since stomps dont get interrupted by distance (mes/ele/thief – well… it continues the channel; doesnt always land)… something… i lost my thought train… choo choo
if i recall correctly; this happens with any attack which causes the main hand weapon to disappear; such as elementalists vapor blade (water dagger #1)… its weird
did you try attacking them with a ranged weapon and seeing where the projectile went? it sounds like a lag based issue to me
ill just…. leave this here…
https://forum-en.gw2archive.eu/forum/professions/mesmer/Show-us-your-Mesmer/page/16#post2088399
i dont understand the point of this post? are you saying you doubt the existence of loot DR? or are you saying its not a problem (which; it is, as it time gates farmers)?
sure bunker guards cant chase people down…
a meditation+sword guard canyeah… until the enemy has swiftness and simply outruns you after your gap closers….
(i dont play my guardian outside pve but…) swap to hammer when next to them and use RoW? judges intervention doesnt interrupt the cast so you can shave off a tiny bit of time there too
The difference being those 2 classes with “no weapon swap” actually have the best time procing swap sigils because they have low CD things that count as swaps, that are either built into their fighting (eles swap constantly as part of their rotations anyway) or easy to incorporate (toolkits have no CD).
all on swap sigils have an icd of 9 secs (i think? too lazy to double check); fast hands (warrs 5 sec weapon swap) means that you can proc an onswap every 10 seconds without having to have it on both weapons
sure bunker guards cant chase people down…
a meditation+sword guard can
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