Showing Posts For Lopez.7369:

autoattack vs confusion, etc

in PvP

Posted by: Lopez.7369

Lopez.7369

I can’t think of any reason to turn auto-attack off over pressing escape. Having auto-attack turned on is a significant mobility and DPS advantage.

Unresponsiveness

in PvP

Posted by: Lopez.7369

Lopez.7369

For me, this is most noticeable with marks. I used to be able to drop a mark and immediately change weapons. I had the timing down perfectly. Now, the ability will usually fail to trigger or I won’t change weapons at all.

The engineer I mentioned earlier said he also has this problem when trying to use abilities quickly while changing kits. He used to be able to do it just fine. Now, it’s inconsistent.

Unresponsiveness

in PvP

Posted by: Lopez.7369

Lopez.7369

Has anyone else noticed that this game is considerably less responsive since the last patch?

I’m talking from basic abilities to using my mouse to move, which sometimes completely stops working while I’m running. Everything has an extra weight and failure to it that it didn’t before.

I thought this was just me at first, but a couple people mentioned it today while I was playing. One engineer says it’s particularly noticeable with skills like Elixir R, which require relatively quick reaction.

Lopez's big condition guides for PvP and PvE

in Necromancer

Posted by: Lopez.7369

Lopez.7369

(edited by Lopez.7369)

The new conditionmancer (guide)

in Necromancer

Posted by: Lopez.7369

Lopez.7369

Because I’m getting a few messages based on this thread, here are the condition builds I would suggest for PvE:

Pure DPS: http://intothemists.com/calc/?build=;00;3kHVB044RI-K0;9;4TT;0938A168;42;0K-F4aJG4LPd_LPd_k-F81-NYUsb183V7WD1IYN3T_0q-Fk1e;57V-1cV-9;9;9;9;9;0k0;3V6s5G

Support: http://intothemists.com/calc/?build=;00;4IVB044RI-K0;9;5T9J9;11683;037-2;0K-F4aJG4LPd_LPd_k-F81-NYUsb183V7WD1IYN3T_0q-Fk1e;57V-1cV-9;9;9;9;9;0k0;3V6s5k

The utility skills should be changing out a lot, but I’ve slotted the default options that are good in most situations.

I hope that’s helpful to some people. I’m seriously considering bringing back my guides after reading this thread.

(edited by Lopez.7369)

The new conditionmancer (guide)

in Necromancer

Posted by: Lopez.7369

Lopez.7369

You don’t at all need the self-healing to survive in lv. 48 fractals.

You seem to be making this false dichotomy that a 30/30/0/0/10 build gives up a bunch of survivability and AOE damage for single-target damage. That’s false. It actually gains AOE damage on top of single-target damage, and the loss in survivability is negligible with proper play.

Again, taking 30 points in Blood Magic over 30 points in Spite just makes no sense. Taking Lingering Curse over Terror is mathematically inferior. Not taking Signet of Undeath is losing out on the best utility skill necromancers have for PvE.

Like I mentioned earlier, even if you don’t want to go into Spite, getting well traits is much better for group utility and survivability.

Really, your build essentially wastes half its traits.

The new conditionmancer (guide)

in Necromancer

Posted by: Lopez.7369

Lopez.7369

Whether I’m “spoiled” or not, the point is that in many of the game’s challenging fights, AOE takes a secondary role. There’s really no reason to sacrifice a bunch of great single-target damage just because AOE can kind of make up for it, especially when the sacrifice is being made for a bunch of self-healing that’s completely unnecessary unless the necromancer is playing poorly.

(edited by Lopez.7369)

Gems price after a year of release

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

The thing with the inflation is that gold also becomes easier to get as well. Although gems are more expensive than ever, I have more gold than ever.

It’s sad how long it took someone to explain basic economics in this thread.

A rather radical look at conditions and PvP

in PvP

Posted by: Lopez.7369

Lopez.7369

I’m pretty sure I could “tank” four players and down two of them as any class. Most people playing this game are effectively wild animals.

Is lag no longer a concern?

in WvW

Posted by: Lopez.7369

Lopez.7369

We’ve heard a lot of news about new features and map changes lately, but one subject that seems to have fallen by the wayside is the massive, crushing skill lag that still occurs in world vs. world.

This still remains a huge concern. Every map still breaks down into an unplayable mess when the middle keep is attacked. It’s particularly bad in Eternal Battleground, where a group of 20 to 40 can effectively ruin the entire map for about 30 minutes.

We had one patch mention “optimizations” a while ago. That didn’t appear to do much of anything.

So what’s next? Is this problem just too expensive? Is it going to be fixed?

The new conditionmancer (guide)

in Necromancer

Posted by: Lopez.7369

Lopez.7369

While AOE is very important in PvE, it’s not everything. Most of the difficult encounters in PvE boil down to boss fights, where single-target DPS plays a huge role. Given that, it’s important to have good single-target DPS for those situations. (It’s also worth pointing out that in many of the AOE situations you guys are referencing, you could go in with any build and succeed because build doesn’t really matter. In my opinion, it’s a lot better to optimize for the situations in which a build does actually matter, such as boss fights, than situations in which the most important issue is tagging mobs, such as the Clockwork Chaos events.)

With that said, here are some points to consider:

In single-target fights, the 900 DPS from burning is huge. To put it in perspective, it’s about 24 percent of the DPS typically obtained through a full bleed stack. Put another way, it’s six bleed stacks. Adding six bleed stacks to your single-target rotation is huge. It’s the biggest single-target DPS gain in all the trait trees. It obviously won’t be as beneficial in AOE situations because epidemic can spread the burning applied by teammates, but, like I said earlier, AOE situations aren’t everything. (Keep in mind that burning is prioritized based on the source’s condition damage. If a power guardian is stacking burning, a condition necromancer’s burning will tick first. So even if you see burning on a single target, that doesn’t mean the maximum potential is being obtained from that condition.)

Terror is a decent DPS gain. It’s easily the biggest DPS gain in Curses. There are some AOE situations where you want to keep mobs clumped up, but there are two solutions to those moments: Don’t fear or, better yet, use a snare — immobilize, chill or cripple — before fearing. Either way, in single-target encounters there’s no doubt that terror is absolutely worth it, especially since the fear won’t actually fear when a boss has defiant.

The self-healing is absolutely useless in PvE because it’s just not necessary and much worse than the other options. If you want more DPS, go Spite. If you want to support, get the well traits that grant protection and lower well cooldowns so you can heal teammates and grant them some survivability. Even if you don’t want either of those things, you really shouldn’t need that much self-healing in PvE situations unless you’re carelessly running into mobs or getting hit by mechanics. In that case, the only advice I can give is to improve your play and learn to avoid damage; not only will that boost your survivability, but it will boost your DPS by letting you maximize DPS uptime and pick up traits that actually increase damage.

I also think Nemesis is slightly undervaluing power in the video. It’s obviously not the ideal stat for condition necromancers, but the 200 power he’s not picking up is about 15 percent less direct damage. That’s not huge because of how poorly scepter and dagger scale with power, but it does make an impact.

I’m not trying to belittle or speak down to anyone here, but most of PvE is a math problem. In the case of this video, it unfortunately gets the math problem wrong. Some of the concepts Nemesis discusses, such as cleverly using Epidemic, are good and helpful, but a lot of the video is frankly misleading and mathematically unfounded.

(edited by Lopez.7369)

The new conditionmancer (guide)

in Necromancer

Posted by: Lopez.7369

Lopez.7369

Dismissing 900 DPS is pretty weird, although it’s actually a little less than that. That’s a lot of damage.

Another problem is all the self-healing in the build is mostly useless. It’s just not necessary in the DPS role. Providing yourself with more damage and group utility is much more important.

The new conditionmancer (guide)

in Necromancer

Posted by: Lopez.7369

Lopez.7369

That’s fine if you think that. I just hope other people read what I said. I don’t want to offend you, but your build is very bad and unfocused.

Honestly, the amount of misinformation spread by these kinds of videos is what compelled me to make my own guides to begin with.

(edited by Lopez.7369)

The new conditionmancer (guide)

in Necromancer

Posted by: Lopez.7369

Lopez.7369

This build is much worse than 30/30/0/0/10 for PvE and cookie-cutter 30/20/0/0/20 for PvP and WvW.

The biggest flaw with the video and build is the assumption that burning is useless in group settings. That’s simply false. Burning is prioritized based on the source’s condition damage, so a well-geared condition necromancer’s burning will usually take priority over burning from the rest of the group. That’s a substantial damage gain for the group and necromancer.

Some other problems:

Signet of Undeath is practically mandatory in high-end fractals. It isn’t as big of a deal in farming runs or world PvE, though. (It will probably be required whenever they add more challenging PvE content, such as raids.)

Blood Is Power is far from mandatory. Since Epidemic and Signet of Undeath are required in high-end situations, Blood Is Power is usually the best thing to replace when Well of Power, Well of Darkness, Signet of Spite, Corrosive Poison Cloud, Corrupt Boon and Spectral Grasp are necessary.

Terror is by far the largest DPS gain in the entire Curses line. As one example, it gives roughly 10 times more single-target DPS than Master of Corruption, assuming the necromancer is fearing on cooldown through Death Shroud. (A good build will take Hemophilia, Master of Corruption and Terror, but the comparison between Terror and Master of Corruption should show just how powerful Terror is in single-target fights.)

Staff should not be switched to in single-target fights because it’s a massive DPS loss compared to scepter and dagger. Staff should only be used for the opener and AOE.

Life Transfer is much worse DPS than just dropping out of Death Shroud and using fury through staff or scepter and dagger. Life Transfer is only for survivability.

Condition necromancers don’t do low single-target DPS. I know a lot of people assume that condition builds are bad DPS because the numbers are smaller, but, barring bleed cap, condition necromancers are on par with power builds because of the powerful mix of terror, bleeds, burning, torment, and poison and — this is key — range capability. (In general, people massively undervalue the ability to stay in range, particularly in fractals.)

(edited by Lopez.7369)

Mouse losing focus -right click to turn not working [Merged]

in Account & Technical Support

Posted by: Lopez.7369

Lopez.7369

After months of not having this problem, it’s back. I have both options for clicking to interact turned off.

Remove the solo q LB

in PvP

Posted by: Lopez.7369

Lopez.7369

ArenaNet said you can leave up to five matches every 72 hours. The developers also admitted Skyhammer is terrible for competitive play. Putting these two together, it makes sense for people to protest the map by not playing.

Here’s the thread for the protest, by the way: https://forum-en.gw2archive.eu/forum/pvp/pvp/Protest-Skyhammer-in-solo-queue/.

Remove the solo q LB

in PvP

Posted by: Lopez.7369

Lopez.7369

I had two matches yesterday in Skyhammer solo queue that were full 5v5s where the entire enemy team just quit and idled for the whole match.

I like the map but the community reaction to it at this point is a little ridiculous.

Great news. I hope more people start doing this.

Elixir R randomly doesn't work

in PvP

Posted by: Lopez.7369

Lopez.7369

Reviving part. Sometimes when you press the button, it will go on cooldown but the revive field won’t drop.

When is the next Major Balance patch

in PvP

Posted by: Lopez.7369

Lopez.7369

To be honest, big patches should terrify everyone. Last time we got one of those, necromancers happened.

But the current strategy of no balance patches during tournaments makes no sense. If the game becomes a successful e-sport, there will be major tournaments going on constantly. Are we just to expect no more balance at that point?

(edited by Lopez.7369)

Elixir R randomly doesn't work

in PvP

Posted by: Lopez.7369

Lopez.7369

Great bug!

Will your clutch revive work in this up-and-coming e-sport? Who knows!? Good luck!

Then again, engineer is supposed to have some RNG built in. Right?

Is Scarlet a Villain Sue? [Merged ]

in Clockwork Chaos

Posted by: Lopez.7369

Lopez.7369

None of these complaints would be valid if that random line about her mentoring with the races and mastering the colleges wasn’t shoehorned in. What a silly storytelling mistake.

Guild Wars 2 has been updated.

in PvP

Posted by: Lopez.7369

Lopez.7369

The message pops, but there’s no update. I can’t get into my match. :/

How is Automated Response not fixed?

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Posted by: Lopez.7369

Lopez.7369

I agree the nerf shouldn’t apply to warriors. I would even be OK with it remaining a total immunity for engineers as long as it’s given a limited duration and inner cooldown.

Berserker Stance (warrior) is broken.

in Bugs: Game, Forum, Website

Posted by: Lopez.7369

Lopez.7369

Please look into this bug for Automated Response, too: https://forum-en.gw2archive.eu/forum/pvp/pvp/How-is-Automated-Response-not-fixed.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

SoloQ, what percentage is 1001?

in PvP

Posted by: Lopez.7369

Lopez.7369

Again, since everyone has to deal with random factors like bad teammates and comps, those issues are controlled out.

Matches will go wrong for everyone at some point, but if someone is good, he will tend to win more games. That will push him up the ladder in the long run, even if there are some hiccups in the short term.

The matchmaking system could definitely be an issue, though. We’ll see how that works after Tuesday.

SoloQ, what percentage is 1001?

in PvP

Posted by: Lopez.7369

Lopez.7369

I wouldn’t be surprised if rank 1,0001 is 68 percentile, considering the game’s small playerbase and the relative newness of solo queue.

Solo queue is not a representation of personal skill level over team queue. It’s more like who had the better comp and who gets faced against a lower rank team (vs facing a team that will obviously destroy you, such as getting Stunningstyles, etc)

Also, being as a person who frequently maintains top 1000 you don’t simply lose your rank overnight. You’d have to lose against a really low rank team in order to destory your personal standing.

This is only right if you look at each game individually, but it’s wrong when you look at the result of 30 or more games. At that point, whoever is good enough to carry a team will tend to rise to the top. So while a handful of matches might go wrong because of bad teammates or a bad comp, the best players will generally win enough games to top the ladder. That’s why, unsurprisingly, most of the people at the top of the solo queue ladder are some of the most recognized Guild Wars 2 players.

This is really basic statistics, too. After a certain amount of games, luck and randomness are controlled out, and what remains is skill and possibly class. The technical reason for this is that everyone else has to also deal with luck and randomness, so after a few dozen games, luck and randomness become a statistical wash.

Playing to Win, Art of War, and Guild Wars 2

in PvP

Posted by: Lopez.7369

Lopez.7369

Fighting someone one-on-one is worth it if you can actually kill someone or if you’re protecting a point you hold.

skyhammer

in PvP

Posted by: Lopez.7369

Lopez.7369

Nope. A lot of people are protesting it in this way: https://forum-en.gw2archive.eu/forum/pvp/pvp/Protest-Skyhammer-in-solo-queue/.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

It’s weird how a few people are responding to this thread and making demands about the conversation without actually reading the conversation.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

What we really need would be a dev to come and explain how it is supposed to work.

They would have to admit it’s bugged or misinformative in some way, though. They don’t do that very often.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

I agree with that. Even if the issues are complicated, fundamental mechanics, like poison, being bugged for long periods of time is completely inexcusable.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

I was not familiar with that. Thanks for the explanation.

It’s interesting how problems might seem obvious and simple to most people are really complicated bundles of code and different processes.

Who else has moved away from Condi builds?

in PvP

Posted by: Lopez.7369

Lopez.7369

I wish I could at least try a power build every once in a while but power necromancer just isn’t there yet.

I also dislike how there’s no power / precision / toughness amulet and jewel. If they added those, there would be a lot more build diversity almost immediately.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

That makes it a really weird bug. Did they not test either ability at all? How does that slip through when the clear intent was to make it 100 less percent condition duration instead of immunity?

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

I didn’t know they changed the wording. Interesting. That seals the argument then.

Skyhammer...

in PvP

Posted by: Lopez.7369

Lopez.7369

You’re allowed to leave five matches every 72 hours, according to the developers.

Even if you do structured PvP a lot, you probably won’t get five stacks of dishonored if you only leave when you get Skyhammer in solo queue.

(edited by Lopez.7369)

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

It wouldn’t really be a nerf. It would be a bug fix.

Engineers aren’t supposed to have the condition cleansing capabilities of necromancers, just like necromancers aren’t supposed to have access to as many boons as engineers. Classes are all about unique strengths and weaknesses. The balance is not letting any of those strengths or weaknesses go too far in either direction. (For example, necromancers are supposed to excel at conditions, but they currently do too much damage and have too much coverage.)

(edited by Lopez.7369)

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

That’s not what counter play is. You’re talking about countering with builds.

(edited by Lopez.7369)

Skyhammer...

in PvP

Posted by: Lopez.7369

Lopez.7369

A few of us are already protesting the map. Here’s the thread for it: https://forum-en.gw2archive.eu/forum/pvp/pvp/Protest-Skyhammer-in-solo-queue/.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

I don’t think you know what counter play means. Here’s a good video about it: http://www.youtube.com/watch?v=BRBcjsOt0_g.

Mesmer Phantasm 20% dmg nerf?

in Mesmer

Posted by: Lopez.7369

Lopez.7369

I heard minions are going to get 100 percent more damage and spirit rangers will give triple the buffs.

New Crafting Recipes (for 500) time gated

in Crafting

Posted by: Lopez.7369

Lopez.7369

So the recipes remain lucrative without a massive grind.

You would be complaining more if it required a massive grind.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

I’ve repeatedly said in this thread that conditions need to be nerfed. But the right way to do that would keep counter play. Nerfing or reworking Dhuumfire and spirits are just two examples of how the metagame could be addressed in a sensible manner.

Ignoring and keeping a bug isn’t the right solution.

(edited by Lopez.7369)

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

I’ve actually always felt that there’s too much condition cleansing, immunity and application in this game. It’s one of the things that drives spam.

This trait was always bugged and bad design, though. It’s just enough engineers are using it now for it to be a serious problem.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

The Death Shroud bug took almost one year to fix, and it was never acknowledged by a developer. There have been various other bugs since launch that have gone unfixed. Even poison didn’t work for more than a month.

Pretty bad reasoning — and yet another goalpost shift — on your part.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

Engineers are supposed to have less access to condition cleansing and mobility than other classes. It’s a few class weaknesses. That justification reads a lot like you’re trying to remove a class weakness, which is a bad design choice.

The condition meta is a problem, but there are good and bad ways to fix it. Adding a hard counter without counterplay is not the right choice.

Either way, AR is simply bugged, so it needs to be fixed.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

How do you logically justify the amount of goalpost shifting you’ve done? You’re supposed to reach a belief after thinking up a justification, not declare a belief then form a justification.

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

ArenaNet has explicitly said in patch notes and other posts that abilities like Berserker Stance and Automated Response are supposed to be bypassed by condition duration.

(edited by Lopez.7369)

How is Automated Response not fixed?

in PvP

Posted by: Lopez.7369

Lopez.7369

You’re mixing up two different mechanics. The stat “condition duration” is useless after 100 percent — barring condition duration reduction effects — but your conditions can last up to 200 percent duration, meaning their base duration is 100 percent.

My explanation for Dogged Match should have made that pretty clear. If you don’t get it after reading that, I don’t think any explanation will make it sink in.

I think the most troubling thing is you seem to genuinely not understand how percents work. I’m not sure how I can help you if that’s the case.

Anyway, it’s obviously bugged to anyone who does understand basic percents and game mechanics, and it needs to be fixed.

(edited by Lopez.7369)