No Fractal Leaderboard, which was the supposed reason to reset everyone to 30.
I still don’t understand what happened there. Why announce something and not even go through with it… They even said they had all the data, why not post it? And there wasn’t a huge uproar on the forums over it or anything either. I’m still peeved about that.
Still recruiting! Come try us out if you’re into dungeons.
snip
Wow, ouch!
I would have left when the skip to ooze proved troublesome, but I guess you’re more patient than I am.
Also it’s astounding how few pugs realize how shadow refuge works, I swear if everyone actually manages to stand in it for the full duration, I marvel at the rarity of the occasion.
Even without spotter in the party, you get pretty close to 100% crit chance with disp banner + fury, so I generally consider accuracy to be one of the “weaker” sigils, though I suppose if the party has trouble with fury uptime it might be worth taking.
No, enemies do not scale based on party size. This was the case for as long as I can remember, so I don’t think anet’s ever changed this.
Edit: as long as you’re talking about dungeons
If you reread my post I specifically state that focus should be used here for the interrupt, naturally, it also covers aoes. The fact that greatsword has one decent aoe phantasm on it does not merit that it replace a perfectly useable swap set. Take sword/sword for the block, sword/pistol for the multi-target interrupt, hell even sword/torch for the blind, any of these options contribute to the party’s survival and all of them strip boons with every single auto chain (which seems to be your main argument for taking gs, apart from the single izerker, which will die to aoes in seconds anyways)
The truth is, it doesn’t really matter what phantasm you take for trash mobs, because the vast majority of the time it will die after performing its first attack, if not before it. So weapon choice when fighting trash should be based on personal damage and personal survivability. Sword mainhand provides both, with a number of offhand swapsets for the various situations you may encounter ( sword for block, torch for blind, focus for aoe, pistol for interrupt).
I do agree with you on the mesmer competitors though, which is why I rarely take mine into dungeons/fotm anymore, despite it being my first and most-played class. I sincerely hope the expansion will decrease our reliance on phantasms.
Looks like you didn’t kill her properly and now she’s come back to get her revenge.
Dungeons! All day erry day
It’s also a good way to earn gold to gear up your toon in the skins you want.
I for one, hope they take the “big risks” involved in creating more instanced content.
Well – A.Net has stated one Key = one function and that includes macros. Anything other than that is against the rules.
It is very plain and simple.
Yeah I can’t wait for all these roleplayers to get permabanned for their clear exploitation of the “one key one function” rule, that’ll surely make the community a better place.
I think the possibility of these paths being skippable by running through mobs only leads to bad gameplay and puts a very bad impression on new players. I wonder if the community thinks this is actually an issue that needs to be looked upon in the expansion.
You want to know if the community thinks this is an issue? Friend, the community is the issue.
Please tell us more about how the gw2 dungeon community is such a toxic cesspool, what with all their easily accessible guides, teaching guilds and informative videos.
Yes, the community truly is terrible, just look at how they dare play in a manner which doesn’t please OP, and then fail to bend over when he tells them their way of playing is “bad” and leads to “bad impressions to new players”.
That’s not the meaning I intended to convey at all. The majority of the dungeon community has always valued speed and efficiency over everything else, so I find it amusing that the OP even asks this, when the answer is quite obvious. What he considers to be an issue is something most of us have put a lot of effort into achieving. Hence, the community is the ‘issue’.
Fair enough, I must’ve misinterpreted your post.
But I’m not sure it’s the community that’s at fault for valuing efficiency, but rather the design of the dungeons themselves. If the trash were designed to be a rewarding a part of the experience, I’m sure the most efficient way to do paths would be to clear everything.
I’ve seen you guys wipe on daily dungeon tours.
I’ve had the pleasure of running with Asuna a while back, and as I recall there were no issues.
Also there’s no reason to bring personal attacks to a thread discussing class balance, let’s keep this civil guys.
Currently in a teaching group led by a lvl 59 3kap thief..
a lvl 59 3k ap p/p thief.
a lvl 59 3k ap p/p thief who doent use smoke screen and is teachging latest speedrun tactics.LATEST Speedrun tactics.
LOLs nonstop
Did he teach you the latest “unload from a fire field for max damage” meta strat?
Mesmers can do some really awesome stuns and boon removal. In the urban fractal there is no such thing as enemy might when a Mesmer is played.
This is not even included other things like portal entre for faster times, insane condi removal if its support shatter, etc etc.
Chaos Storm from staff is OP, can combo that with power block if you want to freeze enemy AI like the mages, layer your illusions then daze shatter (which is AoE) for a chain daze making it impossible for them to do anything.
Please…
Mesmers are already pretty bad… but please don’t make us look even worse by running a staff shatter build in dungeons.I’m not sure about condi removal but boon removal and daze/stun/interruption are two basic strategies for mesmer in Ascalon Fractal and the third one being reflection against Ashym during his FGS phase.
The many qualities that mesmers bring to the table can all be performed without further gimping our already subpar dps.
Sword clones strip boones, and daze/stun/interruption can be performed by both focus and pistol offhand. And need I mention that reflects/absorbs are handled by feedback (a utility) and wardens (from focus).
So there is no need at all to run staff or gs with their terribad damage, when you can provide the same utility to the group while also contributing to the party’s damage in a more-or-less meaningful way.
Come give us a shot, we’re a really active bunch!
(edited by Lorgus.6148)
I have buyer’s remorse over those black wings I purchased. Now that the hype’s died down I see them as too bulky and unaesthetic.
There’s a food you can eat which stacks up swiftness on kill. I forget what it’s called but it should be in the wiki.
Lets go through these in order:
-Remove trash mobs: Why? The mobs are there so that the players who can’t/won’t skip have an alternative, and can clear them out for loot. As it is now, both those who want to skip and those who don’t can have their way. Don’t change what isn’t broken.
-“Change boss fight dynamics”: here you’re clearly referring to the “Cardinal sin” that is stacking. Once again, there is nothing wrong with stacking, and adding collision between mobs/players would add a great deal more problems than it solves, let’s be real.
-Changing damage output of mobs : Most encounters in the game are already incredibly simple, what would be the advantage of simplifying them even further? At least with one-shot mechanics players need to be a little active with their playstyle and dodges, rather than just spamming 1 like in open world events.
-Soloable story modes: A large majority of them already are. If you don’t believe me, check gw2dungeons.net where they even host solo speedrun times of many of those paths. And making it so that people are encouraged to play alone in an massively MULTIPLAYER online game, would be sort of removing the meaning of the genre, don’t you think?
-Clearer paths: So you’d prefer a more linear approach in dungeons which are already pretty simple, what with waypoints and quest markers? What would this accomplish, other than simplifying the game further?
I think the possibility of these paths being skippable by running through mobs only leads to bad gameplay and puts a very bad impression on new players. I wonder if the community thinks this is actually an issue that needs to be looked upon in the expansion.
You want to know if the community thinks this is an issue? Friend, the community is the issue.
Please tell us more about how the gw2 dungeon community is such a toxic cesspool, what with all their easily accessible guides, teaching guilds and informative videos.
Yes, the community truly is terrible, just look at how they dare play in a manner which doesn’t please OP, and then fail to bend over when he tells them their way of playing is “bad” and leads to “bad impressions to new players”.
A friend looted one from lupi during a guild run. It’s like lupi finally decided to reward us for all those times we’ve killed him.
It’s likely because the pvp community is fairly small. Although it could also mean you’ve been winning a lot and that’s inflated your mmr. Either way, while it can be disheartening, so try to look at rank as only a measure of time spent in pvp rather than skill.
Mesmers can do some really awesome stuns and boon removal. In the urban fractal there is no such thing as enemy might when a Mesmer is played.
This is not even included other things like portal entre for faster times, insane condi removal if its support shatter, etc etc.
Chaos Storm from staff is OP, can combo that with power block if you want to freeze enemy AI like the mages, layer your illusions then daze shatter (which is AoE) for a chain daze making it impossible for them to do anything.
Please…
Mesmers are already pretty bad… but please don’t make us look even worse by running a staff shatter build in dungeons.
My revenant started out as a lowly, inexperienced girl. Then she found 80 dusty ancient tomes in her older sister’s bank and read through them all in around 15 seconds, becoming as wise and experienced as all her level 80 siblings. The end.
The engineer class mechanic is not turrets… the comparison is faulty.
So, I have been away from the game since forever, and came back to play now. It happens that now I see an issue that I never realized it was here because I never did many dungeon runs before.
I mean, the speed runs and how toxic they are.
You may tell me to google or youtube how to proper do a speedrun for X, Y or Z dungeons, but honestly? I was thinking, a new player using the LFG tool is really supposed to know this stuff just in order to not be kicked instantly from a group just because it failed to skip the whole dungeon?
I think the possibility of these paths being skippable by running through mobs only leads to bad gameplay and puts a very bad impression on new players. I wonder if the community thinks this is actually an issue that needs to be looked upon in the expansion.
Of course, this is just the personal opinion of a player that is somewhat frustrated that need to previously know these “hack runs” in order to join any dungeon activity outside of a guild environment.
So now running through mobs qualifies as “hacking”?
Just like when someone guesses that youre facebook password is “password123” that person is also a l33t hax0r, right?
Looks like anet didn’t really think through these new stability changes and how they would affect existing content.
Since when have they thought about anything concerning old content whenever they made changes to the game? The balance changes the game went through turned most low level dungeons into cakewalks where even uncoordinated pugs can easily do things like burning AC p2’s end boss in a single trap. IMHO, low level dungeons are in a dire need of a balance pass at the moment. Which is probably never going to happen, as they’re all focused on the expac and don’t really have a dungeon team anymore.
The funny thing is the downscaling “bug” unintentionally did a pretty good job at balancing low level dungeons, putting 80s on a more equal footing with non downscaled players.
Aaaaand its fixed now. So that’s that.
Still recruiting, come try us out
Best change since launch IMO
The entire personal story is completeable solo. The entire living story (both seasons) are completeable solo.
It peeves me when people complain about content that requires them to think a bit/change your build/play actively when we already have so much faceroll content in the game.
Wait, in Arah, (second to last storyline mission, last if you don’t count the celebration) I ran into that door with 2 stoneslabs on either side, I couldn’t figure out how to open that solo. Is there a way around it?
That’s the only part that requires someone to come participate for all of 30 seconds. I do sorta wish anet didn’t have these artificial “gates” (sometimes quite literally) in their dungeons.
Looks like anet didn’t really think through these new stability changes and how they would affect existing content.
When will people just accept that conditions and PvE don’t mix? They’d be saving themselves a lot of pain in the long run because it’s clear that the condi cap isn’t going to be changed any time soon.
The entire personal story is completeable solo. The entire living story (both seasons) are completeable solo.
It peeves me when people complain about content that requires them to think a bit/change your build/play actively when we already have so much faceroll content in the game.
Yes please! I always forget which alts have which disciplines levelled :>
The great thing about scepter, and one of the main reasons to even run it, is the fact that it allows you to stack might mid-fight without too much difficulty. Take LH as a utility for the extra blast from the first auto chain, you should be able to get off all your s/f blasts and one auto chain mid-combat, as long as the combat doesn’t require to lose too much time dodging.
Though personally I enjoy prestacking to 25 via weapon swapping, then going in with staff, but that’s typically in a more organised setting where I know people will also be blasting my fire fields.
Definitely not how it used to work, if this is still in-game then it’s most likely yet another bug brought by the new patch.
I doubt they even collect data on anything dungeon-related, tbh.
So are there any other encounters in game that you can think of where the party would benefit from having the boss stand still and face off with the “anchor/tank/cleric guard/whatever”.
Because even if you manage to maintain aggro (and that’s a big IF, as can be seen from your own video) I doubt that creating an entire build around completing a single encounter with a few less dodges/active play is in any way “efficient”.
I have found the tank build to be pretty good against the butcher in HotW path 1.
The build was not creating around a single encounter. Tanking is only half the build. Healing is the other half. I think it’s good for the entirety of fractals (except Svanir boss).
Tanking and healing are both aspects of the build that are pretty useless in the majority of fractal encounters. Think about it: how much of fractals is occupied by these heavy-hitting boss encounters(so far only mossman has been mentioned, though I suppose this could make mai trin easier as well) and how much is clearing trash mobs: ascalon vets, dredge moles, cliffside cultists, snowblind(have fun trying to hold aggro of the elemental source), uncategorized harpies, volcanic trash + elementals.
Overall it seems silly to take a cleric guard over something like a thief, which can bring huge damage to the bossfights as well as contributing to survival (with blinds) while clearing all the trash that composes most fractal runs.
So are there any other encounters in game that you can think of where the party would benefit from having the boss stand still and face off with the “anchor/tank/cleric guard/whatever”.
Because even if you manage to maintain aggro (and that’s a big IF, as can be seen from your own video) I doubt that creating an entire build around completing a single encounter with a few less dodges/active play is in any way “efficient”.
Also I’m interested in seeing the difference in time between “bugging” the wolves with a 3 man zerk group then killing versus a 3 man group where 1/3 of the party contributes nothing to damage, but that saves time on not “bugging” the wolves.
Hey folks,
Some guildies and I noticed today while running arah that the whole place is a new pungent shade of green. It’s especially noticeable at the crystalline entities spawn at path 1. But its not just that spot, the whole dungeon is this nasty tinge of yellowish green, and the fangs near alphard are this weird orange color instead of their pale yellow too.
So has everyone been experiencing this? And has anet acknowledged it as a bug? Or are we to endure this new palette shift to what was once a rather aesthetic dungeon?
As you can see, when you spawn rock elemental he will maintain aggro the same way that the guard does. As long as you remain a certain distance from him, he will absolutely never stop attacking the rock elemental aside from the occasional dancing dagger throw, until that rock elemental dies.
Well there you have it, a “tank” guard can be easily replaced by an ele’s summoned elemental NPC.
Soooo……… why is this thread a thing again?
Well why are eles loved? I mean they only bring sheer dps and offensive boons like might and fury.
“only” sheer dps and offensive boons?
…
get out >:(
Seriously though, a good ele can carry a stack of random pugs with all the increased damage output from the party-wide might/fury and personal dps.
Also ice bow is still the best CC in the game so there’s that.
Add to that projectile absorbs, great mobility (fgs), more blasts than you can shake a stick at as well as blinds, and you’ve got the most awesome class in the game.
Stealth to skip content, otherwise they are garbage in dungeons.
I wouldn’t call defiant stripping, above-average damage, blinds on trash, blast finishers and projectile absorb to be “garbage”
Above average damage? They have the highest single target DPS in the game so…
…
Hey, even the highest damage is technically above the average!
But yeah, that should’ve been phrased less conservatively, though when it comes to damage I tend to classify everything in two tiers, eles and everything else :P
Stealth to skip content, otherwise they are garbage in dungeons.
I wouldn’t call defiant stripping, above-average damage, blinds on trash, blast finishers and projectile absorb to be “garbage”
(edited by Lorgus.6148)
They hide the people who are bad at runs and dual pistol unload through fire fields for MAXIMUM DAMAGE.
Basically 2 things. p/p. Sb. pp for unload. SB for smoke screen and only relevant utility will be SR.
Did…did you just unironically claim that p/p is viable in dungeons?
edit: or maybe my sarcasm detector is broken?
(edited by Lorgus.6148)
I think that would be too close to the potions used in other games, which I know anet stated they want to get away from.
Can you elaborate on this? Did Anet also say why they wanted to get away from that?
I don’t recall where I heard it but I think it’s the same rationale behind not having mana bars and manacosts. Health potions make health just another bar to manage (kinda like mana) and bar management makes the game “unfun”
I think that would be too close to the potions used in other games, which I know anet stated they want to get away from.
While I would enjoy having less stuff cluttering up my bags, I don’t think this will realistically be changed any time soon.
Also, SE path 2- first boss doesn’t spawn, gate stays closed. :/
Wait so it’s completely undoable?
Glad to see anets keeping the communication lines open about all of these changes. With their fantastically detailed patch notes it’s a wonder people get confused about whats a legitimate change and what’s a bug, case in point, the new green HP bars, party text, other-class weapon purchases.
o.O working as intended? Maybe they really like dying for the cause :P