Showing Posts For Lumines.3916:

A lot of abilities in guild wars 2 are not very exciting.

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

I thought the ability to throw someone else’s debuffs including DoTs right back at them was really cool, that’s why I played a Necro. That hasn’t really been done before and is a new twist on the back and forth resource management dark casters sometimes have.

Also, Guardian wards, so much fun. I don’t usually go for the “Paladin” archetypes, the one in WoW never interested me, nor did Taric. However GW2’s guardian, I enjoy immensely.

Mesmers? Though it may resembles very little of what it was in GW1, it still became imo a true illusionist class.

Engineers are hilarious, you can play bomberman with one, you can be a pyro or medic from TF2, and I love supply crate.

I personally think it’s just Rangers. I mean there’s only so much you can do with bows and projectiles. Whirling Defense however, is very cool. I did like the melee aspect of Rangers a lot, Sword/Dagger made you feel pretty nimble and quick on your feet.

questing level 70 and beyond.

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

You remind me of this guy I grouped with randomly who proclaimed he hated events and only did hearts. “Hearts give you 100%, events don’t so I don’t do them.”

OT: Take away the hearts, there still are POIs and Skill Challenges scattered all throughout, some are bugged yes but it’s still possible to 100% Cursed Shore just like you would any other map for some nice exotics and crafting mats.

And well, if you don’t like chasing events, have fun not getting karma

Why the rush?

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

Do I think they’re missing out if they have this zerg rush mentality? Yes. But the question is, why do you care how others play?

Topics like these have been done to death.

English Necro forum linking to german

in Forum and Website Bugs

Posted by: Lumines.3916

Lumines.3916

This happened yesterday to me with the “Suggestions” section, everything else was english and normal as is but the one section.

After posting in some topics, I can no longer see the thread at all

in Forum and Website Bugs

Posted by: Lumines.3916

Lumines.3916

Happens randomly, do not know how to replicate these results. Pretty annoying.

What is the point of Guardian in WvW?

in Guardian

Posted by: Lumines.3916

Lumines.3916

I find following the zerg solo is about the worst thing you can do. I also find how much I enjoy WvW is hugely related to how many friends I have on skype together while being in the same party. 5 is an ideal size as you can hit any of the small objectives. You’re also more mobile than the zerg and can accomplish quite a bit.

Anecdotal Evidence: Red Shard Overlook in Eternal BG was being held by another server, we decided we had to take it back. With Staff + Mesmer Portals, we were able to do quick supply runs to Speldan Clearcut and back to Mendan’s to build trebuchets that eventually knocked down the walls on the side.

We rushed past to take a look and found on the other side of the keep, Blue also made a hole in the wall with a treb from Orgrewatch in which you can pull the Castle Lord from. Msg the commander and use his shiny icon to organize a large push, we lead them to this hole and pull the boss. Before green knew what was going on, the Guild Lord was down. After we took back Red Overlook, we finally had territory and were able to move out and start assaulting Ogrewatch, Durios Gultch and Bravost.

Guardians aren’t that fun when it comes to keep defense or door bashing, but what you can do is focus on little things around the map that are more melee friendly, squad friendly but can then have huge effects of the outcome of the battle.

I run Hammer/Staff/Scepter/Shield and occasionally Greatsword with consecrations and have a great fun causing huge commotions at choke points.

When it does come to keep defense, scepter isn’t ideal. But why completely neglect siege weapons? Anyone on siege is more effective than range auto-attacking. Arrow Carts > Everyone’s AoE. Ballistae > Everyone’s single targets. If you’re manning the siege, you’re also in the perfect position to protect other siege machines. “I don’t want to use siege to feel viable!” then why are you playing siege warfare, which is what WvW is..

Any cheap 2h Hammer skins around???

in Guardian

Posted by: Lumines.3916

Lumines.3916

It’s the heart very close to the portal when you enter the zone from Frostgorge Sound. You need to help some kodans. Fireheart Rise is also the place to get the rest of the Gear hextech like looking weapons.

All the details can be found here:

http://dulfy.net/2012/09/02/fireheart-rise-karma-vendor-list/

(edited by Lumines.3916)

Dual Spec Just for Underwater

in Suggestions

Posted by: Lumines.3916

Lumines.3916

I will give them credit where it’s due by stating it’s the best system of underwater combat I’ve seen yet in a game like this. I dislike most underwater content but the environments are beautiful and the combat while isn’t quite there is a notch above most attempts. My first character was a Necromancer and I think they’re pretty good underwater, but there are still some issues that I think overlap with other professions.

My problems with it:
-Weapon choices feels limiting and does not always synergize well with builds we’ve set up.
-If your utilities happen to be unavailable underwater, then all your trait investment for these skills are also useless.
-It’s harder to make out distance and depth in water compared to land.

Idea: Now what I think would greatly improve underwater combat without having to create big changes is that give us the ability to have a trait build reserved JUST for underwater. That way it won’t feel like we have to sacrifice one end for another and feel like half a character underwater or vice versa.

Underwater Combat: The issues I have with it

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

I will give them credit where it’s due by stating it’s the best system of underwater combat I’ve seen yet in a game like this. I dislike most underwater content but the environments are beautiful and the combat while isn’t quite there is a notch above most attempts. My first character was a Necromancer and I think they’re pretty good underwater, but there are still some issues that I think overlap with other professions.

My problems with it:
-Weapon choices feels limiting and does not always synergize well with builds we’ve set up.
-If your utilities happen to be unavailable underwater, then all your trait investment for these skills are also useless.
-It’s harder to make out distance and depth in water compared to land.

Idea: Now what I think would greatly improve underwater combat without having to create big changes is that give us the ability to have a trait build reserved JUST for underwater. That way it won’t feel like we have to sacrifice one end for another and feel like half a character underwater.

GS + Sword/Focus combo. Any other good choices? PVE

in Guardian

Posted by: Lumines.3916

Lumines.3916

I can’t relate to the sentiment that Shield 4 is hard to use, it’s not the same as just hitting a shout but a 600 AoE Cone isn’t that hard to hit.

If you’re running Mace/Shield, chances are in the dungeon you’re sitting on the mobs letting them swing at you instead of your thief and caster. If you’re trying to do a good job, you’d be facing the mobs away from them and strafing when needed. This means you can easily find the time to shoot it off as you’re facing your group. What happens if the Crusher in Arah is facing your group when he swings his cone? Everyone dies..The same tactics apply to Sword/Shield which is a slightly more offensive and mobile iteration of the set up.

I usually run Scepter/Shield with my hammer as I find it a great way to peel for others in dungeons. Seeing as it’s a range weapon, you have a lot of wiggling room and the luxury of not having to be near mobs to use it means you can both use SoA to project the party from projectiles, knock stuff off them. If you aren’t restricted by range, rotating your mouse quickitteno shoot off protection isn’t that demanding.

“If I knock them back they just walk back!” Don’t sit and hold the bubble if no projectiles are coming at you, use the knockback to give breathing room then detonate right away and immobilize, blind or block depending on which 1h you are. They only get right back onto you or your teammates if they don’t move, which is what everyone should be doing more of as the combat in this game is more movement based than others.

The only unattractive aspect about shield is possibly the cool downs, but mechanically it performs extremely well as an off-hand.

I see the appeal in focus and I love it when I solo or am in a more offensive role, but for group settings I see it the Shield has having the superior skillset when it comes down to being able to come through for them in the clutch. The bouncing blind is great, but does not help that much against multiple fast attacks. With the shield you either prevent the damage from being too extreme or interrupt the most threatening blow at the right moment and that to me is more valuable.

(edited by Lumines.3916)

Any cheap 2h Hammer skins around???

in Guardian

Posted by: Lumines.3916

Lumines.3916

I myself prefer the Gear Mallet, it’s a Karma vendor skin from Fireheart Rise.

http://www.gw2db.com/items/53716-gear-mallet#

Change the 25 bleed stack limit

in Suggestions

Posted by: Lumines.3916

Lumines.3916

The cap makes sense in a PvP setting, keep it there as I can see full team of condition spammers being extremely OP in a PvP setting but it does jack kitten but screw over condition builds in PvE. Ever wonder why everyone’s stacking fat AoEs for Orr farming? Fast easy contribution, that’s why. Things die so fast bleeds don’t even tick to give condition specs the time to tag/get contribution.

People that think removing the cap will increase the speed in which bosses go down, well duh the players who were previously doing next to nothing are finally getting their damage in. Why is it that only direct damage has no cap based on many are around but the moment two people start stacking bleeds, everyone else loses? Does not make sense at all.

I thought the game was play your way and not yes you can, but if you want to stack bleeds, why don’t you kitten yourself out of rewards while doing so?

Armor problem

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

The fact that anyone can stack vitality/toughness to become a brick wall makes your point moot.

Also, how much crowd control each class has is entirely irrelevant from armor class in this game if you’ve been paying attention to their class design.

Warriors + Guardians have really good CC abilities, the Warrior has both strong single target and AoE Stun/KDs and what not. The Guardian has knock backs, Wards, launches and all sorts of stuff.

Necromancers arguably have the worst CC options in the game. 1s Fear x2 (Thieves and Warriors can fear for 3s), a cone Daze on Warhorn if you pick that up, and that’s it. Spectral Grasp? Kinda buggy and has issues with terrain and is very unreliable. Not a mobile caster at all but far from being the squishy archetype we’ve all become accustomed to in other games.

If anythng ANet DID depart from traditional notion of classes in both the trinity aspect and their class design, it’s your mindset that hasn’t shifted and thus you haven’t been able to see it.

sPvP Class Statistics over 39 games!

in PvP

Posted by: Lumines.3916

Lumines.3916

Another issue with the scoring system is that it encourages massive control point flipping and roaming to get the highest of scores, this means that sPvP scoreboards play out largely different than tPvP ones. A Guardian sitting on top of a point may not have the highest scores, but if he keeps that point for the whole game, he’s doing well for his team.

I feel the scoring system has faults and does not necessary give you the information you need. If anything, you should collect statistics of how often each class shows up within a 5v5 tPvP team over a lot of tPvP matches.

You shouldn’t include your own team as that may skew statistics, just make tally marks each time you face a new team. Each time you face a new team, your sample size goes up by 5 and you can then easily see the what fraction of the total do classes make up of teams.

It won’t be evidence to argue which classes are OP, but it’ll give you a clear indication of which ones are more used more.

GS + Sword/Focus combo. Any other good choices? PVE

in Guardian

Posted by: Lumines.3916

Lumines.3916

Shield is not as terrible as you make it out to be. The cool downs are a bit long but it’s still one of the interrupts a Guardian can pull out. Mace/Shield is a popular defensive set up that a lot of bunker guardians currently run in junction with Hammer in tPvP.

Also if you’re looking for general PvE/AoE tagging in Orr. Nothing really beats whirling wrath or Staff auto-attack

Crithammer, one way of playing with it.

in Guardian

Posted by: Lumines.3916

Lumines.3916

Props for being one of the few to utilize Hammer, I truly believe it is one of the Guardian’s best weapons and I run with one with Staff or Scepter/Shield in WvW as well.

My build however is a bit more different as I like Consecrations a lot in WvW and thus run with a 10 Radiance, 30 Honor 30 Virtues set up. As much as I like purity and I’d fit it in if I could, Absolute Resolution and Purging Flames (when it works) has been decent for condition removals. It can only get better once the bugs revolving it are fixed. I’m also not as worried as I regularly run with a Mesmer who always has Null Field slotted, between the two of us, we don’t fear conditions.

Rune of the Soldier definitely is a must for a shout centric build, but Rune of the Earth is great for general lasting power, the chance to proc Protection along with duration bonus works out pretty well with the hammer. I currently use 4 Earth 2 Water.

My set up right now is Valkyrie Helm, Power/Vit/Tough karma chest/boots with the rest clerics. Knight’s Hammer and Scepter/Shield with Cleric Staff and full Cleric accessories. It’s easy to break 1k Healing when I switch into staff and I’m hoping to replace more of the gear with karma once Melandru temple stops bugging out.

However, even with this amount of +Healing, writ of the merciful still felt very lackluster especially considering what selfless daring can do. I like picking up one of the revive traits instead as SoA on revive is pretty clutch sometimes in WvW. If you went for Protective Reviver, you can also pull off some dope saves for your group too. Now if only the shield KB’d! (might be op lol).

I also run Sigil of Energy on my secondary set but use Hydromancy on the Hammer, curious as to what you slapped on yours.

New classes?

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

Did you not hear about the sandwichmancer?

World-Wide DE Notification

in Suggestions

Posted by: Lumines.3916

Lumines.3916

Make it zone-wide, world-wide seems unnecessary.

Suggestion Takeaway From 482hrs Logged

in Suggestions

Posted by: Lumines.3916

Lumines.3916

I see the reasoning in that, in fact even being able to switch to another weapon for swiftness then switching back to your regular set is kind of a problem too.

However, I’d still like to have the ability to link load out to my group!

People focusing the treb instead of it's defender

in PvP

Posted by: Lumines.3916

Lumines.3916

Stop them/prevent them/kill them before they destroy the treb. They’re focusing all their damage on the treb while you’re doing the same on them.

Spectral Grasp

in Necromancer

Posted by: Lumines.3916

Lumines.3916

Has been discussed numerous times. Has the potential to be a great skill but is hindered by the issues you addressed above.

To kill a mesmer -_-

in Necromancer

Posted by: Lumines.3916

Lumines.3916

Protip: Mesmer downed skill will seem ridiculous (and it is better than everyone’s sans thief) if you don’t know how it works. If you’re mid-stomp and they port away, don’t go after the first one that appears, that’s always the FAKE ONE! They will create a clone of themselves on the ground then appear afterwards. They also have a red reverse arrow pointing at them above their heads in downed state.

Be patient and observe, wait for the 2nd Mesmer to pop out then go stomp, they cannot escape your stomp in that window after having ported once. Of course, if they have a teammate around, that’s a different story

Thieves actually have really good downed state skills, them and Mesmers have the most potential to waste your time and stall while downed. Their 2 skill ports them away similar to the Mesmer’s, their 3 skill also vanishes them in stealth.

Necromancer downed skills while aren’t quite up to that level. We’re still at least able to stop the first stomp from one person (which is kind of the standard). Warrior’s hammer only KDs one, Engineers can pull one etc. Elementalists on the other hand must wait for their 3 skill when downed (Mist) to even have a chance of stopping a stomp, which is rarely as it does not always come off cool down in time. Our auto attack while downed also is pretty decent for stalling.

(edited by Lumines.3916)

why do you complain about end game?

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

I mean, if you feel like you are done with the game, don’t feel obligated to stay. I’m sure they have to add in new zones at some points for major content patches. After all, there’s still a good part of Maguuma, the Crystal Desert or even the Ring of Fire we haven’t seen yet but is part of the world map. And if Orr is the only high level zone, then well shucks :/

I don’t mean this in offense but when you have explored every nook and crannie and seen a bulk of the content, you can move on and do other things. GW2 doesn’t have a monthly commitment fee you must utilize in order to feel you’ve got your money’s worth. If you have had the time to 100% the whole world, you already did.

I know when I played GW1, it was a long career but it wasn’t non-stop. I most definitely took breaks sometimes a year even. Still it was nice to return every once in awhile to see what’s new and try my hand at the new content.

Suggestion Takeaway From 482hrs Logged

in Suggestions

Posted by: Lumines.3916

Lumines.3916

What I really enjoyed was the feature in which you can link essentially your whole bar load out in GW1 to your party. It was an easy way to coordinate skills with your group and also a painless way for people to quickly understand your spec.

I also really liked the feature in which you can save different load outs and thus pull it out easily. This doesn’t have to be in for PvE, the trainer cost is a small gold sink that can remain. However I see no reason not to give players the ability to save and load multiple templates for their class in sPvP.

I think beta players owe the rest of us an apology...

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

you mean the man kittenmembered who I AM from another forum wins the internet over me? ROFL

I don’t know who you are and I don’t really care, I believe you got me mixed up with another poster who posted before me. But what I do know is you’re taking time out of your precious day seeking validation from other people over the internet and desperately trying to defend yourself on a forum board for a game you no longer play. If there’s a clear winner in the room, it most definitely is you, have a good day.

OT: Beta weekends and the little amount of content they opened up were far from the whole game and left huge areas in the game untested and as a result glitchy. Had they left beta servers opened for longer periods of time, it might have served to catch more of said bugs. However they do have a point in wanting to hold back content, if everything was open to begin with for testing, content locusts would devour this game at an even faster pace.

I think beta players owe the rest of us an apology...

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

And there is our InfiniteRetro
5 months in MMO champion bushing GW2 , instead of getting a refund** :P

oh i got my refund cupcake. before bwe3. now, dont be mad that i was right. not even star wars failed this hard.

Already got a refund, but still patrolling boards for a game you’re not even playing.. being the proud keyboard warrior you are…

I think beta players owe the rest of us an apology...

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

Beta weekend events were extremely successful in generating a lot of hype and helped a lot with the marketing there’s no denying that. However, seeing as it was just a weekend and they always stated that characters would be wiped, I can’t speak for everyone but that gave my friends and I incentive to not dive too far into the game. Besides, not everyone wants to spoil their experience before the game even launched. We spent the majority of our time testing out builds in sPvP that we’ve been theory crafting for awhile. As a result, most of our reports fell in the bugged skills/traits section which is equally as important as content bugs in the game.

Do I want there to be less bugs in the game, who doesn’t? But the fact is, many areas weren’t even available for beta testing. The time constraint and structure of the beta events meant a majority of the content went untested. An oversight? Possibly, but kitten bugs are bugs, be patient with it. If they made beta events a more permanent phase before the game launched would that have helped? Most likely, but there’s also good reasons for against doing that.

In fact, other than this horrible mess they call the DR system, I find the game overall to be very polished. I do have slight annoyances here and there but the DR is the only true legitimate complaint I can have.

Guardians have fourteen skills that use projectiles...

in Guardian

Posted by: Lumines.3916

Lumines.3916

Pick up a hammer, all your woes of not having a finisher is now moot. I know not everyone wants to use one, but it’s one of the solutions.

What gear do you think is best for YOUR guardian ?

in Guardian

Posted by: Lumines.3916

Lumines.3916

I prefer Soldier’s like many have stated here. I don’t have the full set yet as Melandru Temple is completely bugged on my server, I’m using Cleric’s to fill remaining slots in the mean time. +Healing is great but I feel does not have as big of an impact on your overal survivability after you get it to a decent amount (600-800 healing is enough imo). The issue here is that the scaling of +Healing seems a lot weaker than just straight up getting 5k more max HP.

A Rational Balance Thread

in PvP

Posted by: Lumines.3916

Lumines.3916

A general trend I’m seeing here is that the most overused professions at the moment either have really good access to fields, to finishers, a combination of both or bring really unique fields (Mesmers).

Necromancers are the only ones with dark fields in excess, but they also lack the ability to self combo easily. No I don’t count putrid mark as a reliable one as it may not always be the best course of action to follow up with that. The skill has too many uses in clutch moments to be thrown for combos left and right.

Mesmers can drop ethereal fields which has quite interesting properties, with just Staff alone they can phase retreat in their chaos storm for an additional chaos armor, really good synergy.

Engineers and Thieves are the only ones that have access to smoke fields, both of which can combo easily for some extra stealth, the potential of this is really in the hands of the beholder. Thieves also get a special mention in having the most finishers on no cool down, Heartseeker, Cluster Bomb, Leaping Death Blossom, and Dancing Dagger. Talk all the crap you want about thieves being ez-mode, but they still hold really good comboing potential across their arsenal.

Guardians while aren’t the only ones equipped with light fields, they are still the ones who have it in abundance. If anything, it’s impossible to run a Guardian without light fields. It’s definitely one of the stronger fields effects in the game too and what Guardians also have are finishers to go along with this skillset. Hammer is imo a staple for a defensive guardian and it’s great because it also possesses an extremely low cool down blast for both his own and his teammate’s fields.

In the end, how well you can work with your team within your class does have limits based on what fields and finishers you can bring, and I see some of the classes rated lower are probably affected hugely by this.

Weapon swapping feels useless.

in PvP

Posted by: Lumines.3916

Lumines.3916

You’re going to be the lone wolf here.

Profession that contribute the most for WvW

in WvW

Posted by: Lumines.3916

Lumines.3916

Mesmer’s utilities speak for themselves. They’re also able to get themselves out of more hairy situations much like the thief. My friend regularly kites groups of much greater numbers. Even after I go down and it’s a 1v6, he can usually stall for a long time and a lot of the times completely disengage and get away. The more bads tunnel visioning a Mesmer means they have less force that’s occupied with a more important objective. Out of all the classes, I feel Mesmers are most suited for the Commander role than any.

Guardians although struggle to get the same rewards as other classes are extremely potent in WvW settings too. Wall of Reflection along with their many wards with Staff/Hammer are great for choke points. If they’re on the battlements, manning a siege/protecting the siege, no one else does it better.

A Rational Balance Thread

in PvP

Posted by: Lumines.3916

Lumines.3916

I mained a Necro for a long time in tPvP and have then went on try out all other classes except the Elementalist, currently dabbling with venom share thieves right now.

The reason Necros are more limited in their damaging condition effects is because they’re supposed to use their foe’s conditions against them, that’s the appeal. It sounds great ideally and on paper but what happens in actual play is that you’ll struggle against most condition resilient specs, need to work really hard to keep up the race against burst specs and do really well against condition specs that are weak in removals (not that many). The design of the playstyle also entails that you put yourself a lot more in harms way before you do anything meaningful. It’s great when all the stars align, but it’s also why things don’t always go as planned. The bugs surrounding Plague Signet and Corrupt Boon also hurts the Necromancer a lot in tPvP setting.

Not denying that Necromancers have a niche against Guardians, but I do think a Staff Sharper Images Mesmer with Rabid Amulet can perform the same role and better being viable when needing to carry things out solo, something the Necro is more weak on. Compounding a Mesmer with another class in team engagements is also not a bad thing, Time Warp, Null Field and more utility overall makes for a strong class in tPvP. If you pick up Arcane Thievery, you can also somewhat mimic the Necromancer’s playtyle in countering other condition builds as well.

As of right now, if not a Necromancer, a good Mesmer spamming conditions can really give Guardians hell. Additionally, the ease of kiting Mesmers have inherently also gives them an edge over the slightly more melee-centric Guardian. It’s also much easier to fill a slot with a Mesmer as I feel unless you’re tailoring the team more around the Necromancer, it does not perform as well.

That’s why I’ve been using the Mesmer in lieu of the Necro in tPvP these days.

Thieves while packing really strong burst are easily overwhelmed by conditions relative to most classes. I find that a lot of complaints stems from glass cannons getting destroyed by other glass cannon thieves in sPvP. Venomshare is still extremely powerful in tPvP setting though. But it seems that if you know the thief’s tricks and can survive their initial burst, it’s very possible to send them running or back to their spawn.

All level 80 exotic stats should be craftable

in Suggestions

Posted by: Lumines.3916

Lumines.3916

I fully agree, and even IF it’s available from Karma vendors in Orr Temples, they don’t always carry the full set between all the NPCs.

For one, Power/Vit/Tough is available only either through WvW Badges, HotW or Sorrow’s Embrace on top of the karma sets. However even if you were to save up karma for this said, you will never find a helm (heavy) with those stats, it just doesn’t exist from vendors.

Now if Melandru/Balthazar temple was working so you can at least access the vendors..wait no it’s bugged.

Curious if anyone else would like this - Weapon Dyes

in Suggestions

Posted by: Lumines.3916

Lumines.3916

Was in GW1, not sure why it wasn’t in GW2.

What runes are you using?

in Guardian

Posted by: Lumines.3916

Lumines.3916

4 Earth 2 Water for Boon and Protection and general tankines

So... PS gets nerfed on demand, but dungeons..?

in Fractals, Dungeons & Raids

Posted by: Lumines.3916

Lumines.3916

This has a lot to do with the entitlement gamers have these days. The reverse can be asked about the more casual oriented players.

I don’t have as much time to play games like I used to now that I have to work full-time, I don’t run dungeons as much as I’d like, but that doesn’t mean I can’t complete them.

Why is it required that EVERYONE should be able to complete explorable modes? Keep in mind, everyone can, it’s just a matter of being able to do it, seriously that’s all it is. If you’re grouping with PuGs that are still solo-oriented and all decked in Berserker’s Gear, then you’re going to have a bad time, dungeons are a group activity tackle it as one.

It’s not like explorable modes are the norm, there still are story modes. Even before we get to explorable modes, we have people complaining about the difficulty in story. If you’re having trouble with story modes, why are you banging you head against explorables? They didn’t come out and flat out make dungeons just for the hardcores, they made two differing modes to cater to multiple crowds.

Additionally, while Dungeons are a method of gearing up in this game, you can also get the best gear stats wise from Karma, WvW and Crafting. The stats may not be optimal as I want Power/Tough/Vit for my Guardian, but that isn’t available from crafting. However my solution is that I have two pieces of it from Karma, I’ll just use Clerics in the mean time for the other slots.

It’s also not like you NEED the gear to be play any area of the game. You can honestly do fine in any of the zones without exotics. sPvP? You don’t even need to grind gear for that and well WvW? You may have an argument there, but I’d argue tactics and siege weapon placement/group organization has a greater impact on the outcome of such a big battle versus to just how decked out you are.

You shouldn’t expect to clear everything in the game, especially when considering explorable modes are meant to be the most challenging content in the game. It’s true they hold the most SHINIES, but the difficulty also adds to the value of it. What’s wrong with having content you actually have to prove yourself before you can earn the rewards?

Seriously.. even if you may not have as many hours to devout to the game, don’t let that be an excuse for sub par performance. This is especially true when GW2 is set up in a way so you can circumvent that more than any other traditional MMO.

(edited by Lumines.3916)

Anyone else really disappointed in their Elite skills?

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

Reading a lot of comments here, I can’t help but feel most of the people who are unsatisfied with their elites happen to be more solo-oriented players.

I’m not trying to offend in anyway but a lot of the elites are invaluable in group settings. It’s true it feels not worth it to utilize some of these elites IF your group happens to be terrible, but the effectiveness of these elites become astronomical with a good group. The strongest elites takes a bit out of your personal performance but in return gives your WHOLE group benefits.

It’s nice to always be beast mode with Signet of Rage, but one warrior still cannot cover the DPS role for two people. No matter how skilled you are, mistakes happen and things will go bad. Battle Standard is one of the best clutch revives in the game. It grants boons to your group, not just you and can be picked up to move your group around WvW faster or even grant the most powerful boon in the game, stability. By extending the benefits of Might/Fury/Swiftness to not only yourself, you’re helping other Precision/Condition specs proc more Conditions, you’re also increasing DPS overall for your group which is a lot more than you can accomplish no matter how powerful your character is.

My first character since the game launched was a Necromancer, I’d argue Plague Form is our best elite in most circumstances. It’s not an I-WIN button that’s for sure, it definitely does not suddenly drop everyone’s HP bar as well. But the chain blinding you’re able to do is superb. You yourself may not be pumping out “MAD DEEPS” but your party also is taking squat when you’re utilizing it correctly in both dungeons and WvW. I use it to escort my Mesmer buddy who then can pop Feedback on the Siege weapons causing the most harm while being slightly out of reach.

Quickness is another buff that I’d argue is best in the game, this is why most skills that grant quickness also happen to carry a negative with it. Time Warp is the only form of it in the game that has NO DRAWBACKS AND extends in an AoE. If you can’t see the value in that, nothing can.

The Guardian’s most powerful elite is the Tome of Courage, it packs the only skill in the game that can fully heal people in a 1200 radius all the way back to full. It’s true the cast time is lengthy, but utilizing Sanctuary or “Stand Your Ground!” can ensure the cast. The AoE Daze is also remarkable telling all your foes to SHUT DA FUU UP! Are you going to kill everyone while popping this? But there’s no denying the tide turning potential one can pull off with this.

Again, some elites are more suited for soloing purposes, but these elites really do shine in a group setting even IF you take a personal setback in performance. In the end, one player is one player and being able to affect multiple is the greatest thing you can do. This is a MMORPG, play like a team and don’t always focus just on you. If you have someone watching your back, it’s always better than having to go through everything solo.

(edited by Lumines.3916)

What is the best Thief PvP build?

in Thief

Posted by: Lumines.3916

Lumines.3916

I prefer venom share, has great soloing capacity and is very useful in team fights. S/P + Shortbow ftw

Cleric gear vs Shaman gear

in Guardian

Posted by: Lumines.3916

Lumines.3916

@Kindread,

I think you should try out other classes if anything to see how they work in PvP! I’ve played all classes except for Elementalists and everyone can apply conditions at a much faster rate than one can remove.

It’s just most classes can apply more than just burn in the same time frame as opposed to the Guardian. I’ve tried a similar Spirit Weapon Burning build and it works out pretty well in Hot-Join, but I don’t know whether to attribute that to the lower skill level of other players as just about anything works. But I have yet to see a Guardian run a burn-centric spirit build successfully in tPvP.

Why must I be a hardcore player to pass explorer mode dungeons?

in Fractals, Dungeons & Raids

Posted by: Lumines.3916

Lumines.3916

^^^ What Xhaine wrote

I know ANet said they removed the trinity and that you can make a group with whatever make up of classes. However that doesn’t mean roles are gone forever. You can’t expect to clear a dungeon efficiently if you’re all running Berserker’s Gear in full solo DPS specs.

Dungeons are group content, tackle it like a group. They did remove the need to MUST HAVE a certain class. What you still need though, is a balanced group make up.

Cleric gear vs Shaman gear

in Guardian

Posted by: Lumines.3916

Lumines.3916

This is more along the lines of PvP, but part of the reason other classes do very well with condition specs is because not only do they have other damaging conditions to use, they also tend to have a variety of other conditions that can be used to cover their main damaging DoTs.

Engineers can cause Bleed, Burn, Poison, Cripple, and Confusion (Blind is really short so it’s not accounted for) with Dual Pistols easily.

Mesmers stack Bleed, Burn, and Vulnerability with just Staff auto-attack alone.

Thieves depending on which poisons they take can bring repeated applications of Poison, Chill, Immobilize, Weakness, and Vulnerability on top of their bleeds.

I think you kind of get the point?

Guardians in general do not have as many ways to cover the burn application after all, we do not have the same options when it comes to other negative effects. Skills that only remove one condition (not even the most potent of removals) can easily take off a good chunk of your overall damage output should you be heavily invested in condition damage.

This is not me saying all condition guardians are bad, it’s just my opinion we should invest more lightly in it than other classes.

(edited by Lumines.3916)

Scale Karma & XP based on real level, not adjusted level

in Suggestions

Posted by: Lumines.3916

Lumines.3916

I thought this was going to be a feature that shipped with the game seeing as they had the whole “Whole Game is Endgame” campaign. Crafting material drops should still be zone based, however equipment drops should scale to character level.

Right now unless you’re going for 100% completion or already done with your karma farming phase, there really is no need to visit a zone outside of Orr which is a bit disheartening.

The frustration of "light cc immunity"

in Fractals, Dungeons & Raids

Posted by: Lumines.3916

Lumines.3916

I play a Necromancer and Guardian and thus I understand your pain.. However if it weren’t for some of these traits, the mobs would be pretty boring too. Everything would just be a reskin of each other and perhaps use slightly difference abilities.

My mesmer buddy always goes OHNOES Destroyers! Alright guys, you’re going to have to carry this. Burning makes up a big portion of his damage output and thus he struggles more with burn immunities.

And I kind of like that, certain professions will find certain immunities more bothersome than others. In the end, how these mobs are set up are also part of the difficulty to the dungeon.

What Happend to Housing? And what are Anet's plans for GW2's Future?

in Guild Wars 2 Discussion

Posted by: Lumines.3916

Lumines.3916

I checked my home instance as they said personal story progression was supposed to change it. All i got were NPCs that I interacted with standing around. A bit of a disappointment in that regard.

Trait Manuals Price Reduction?

in Suggestions

Posted by: Lumines.3916

Lumines.3916

^^ This,

Waypoints are nice, but don’t spam them for no reason. Never had an issue with being unable to afford it on my first character when the game launched. If it’s for an alt, the cost of it is pretty minor at that point.

Also, check the TP, sometimes people put these tomes up for cheaper than the NPC because they mistakenly bought more than they need!

Cleric gear vs Shaman gear

in Guardian

Posted by: Lumines.3916

Lumines.3916

Most other classes that run condition damage builds have ease of access to Bleeds and or Burning/Poison (in the case of Mesmers, Confusion) others can get confusion, just not the same level as Memers.

Guardians have no weapons that bleed on auto-attack, all you have are burns. While others can supplement Bleeds with another DoT, you will only get those from Sigil of Earth and Burns. This makes conditions as a general whole a very very small percentage of your total damage output. Power > Condition damage for Guardians.

2 Handed Hammers Equipped Head-down?

in Suggestions

Posted by: Lumines.3916

Lumines.3916

This is the most minor issue I’ve seen yet in the suggestions section. Of anything to make a fuss about.. how did this pop up over say..clipping issues.

Dyes - Please make them account bound.

in Suggestions

Posted by: Lumines.3916

Lumines.3916

I understand the urge to have this account-wide rather than character specific. But for economic reasons I’m going to have to say NoooOooOoOoOo. They changed it from being account-wide to individual characters for a reason.

Dyes will not remain as a highly traded commodity if you only had to buy each color ONCE.

Why is there a DR system? (Outside of Exploiting)

in Fractals, Dungeons & Raids

Posted by: Lumines.3916

Lumines.3916

I see no reason to punish people for wanting to run dungeons back to back, after all the design in their dungeon dictates you HAVE to do that in order to get a complete set of dungeon gear. You can’t use your Shards of Zhaitan to buy Twilight Arbor gear.

I get that they want to stop the exploits and people speed clearing through dungeons completely negating their work in designing these encounters. But this is the wrong way to go about it.