Showing Posts For Negativity.5801:

Fix the Dodge Roll Bug

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

This depends on which class and weapon you use. How far you roll varies depending on the weapon, but they all generally either:

A. Stops your roll after a very very short range significantly dropping your evasion frames
B. Stops your roll (Varying distances but generally halfway is the furthest) through but then teleports you back to your starting position
C. You pretty much don’t even move at all

Citadel of Flame Path 3...Seems Unfair

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Don’t nerf path 3. It’s one of the few paths that actually takes coordination and communication. The torches are a fair challenge. Please don’t nerf this into another “ALL I DO IS ROLL MY HEAD ON THE KEYBOARD FOR DUNGEON TOKENS”

If groups are having trouble with it, it’s a problem with communication and simple direction following. The content is fine as is.

I hate the Elementalist

in Elementalist

Posted by: Negativity.5801

Negativity.5801

Forget d/d ele for leveling

Use lightning hammer – 20 points in fire for conjures
at least 25 in water for cantrip mastery and reduced cantrip cd

You can facetank mobs with your melee weapon that has its 3-mob cleave and AOE blind every 3rd hit. Not the most exciting way to level, but it much easier and you can do suicidal things that staff and d/d ele cant do while leveling.

Keeping pet alive vs Kholer?

in Ranger

Posted by: Negativity.5801

Negativity.5801

When your pet gets pulled, swap it for your other pet.

Fix the Dodge Roll Bug

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

It happens whenever you dodge roll immediately after a certain attack within a 3 part autoattack chain. I’ve had instances of this with ranged weapons (Such as Ranger shortbow) but I’ve had no luck reproducing this on training dummies.

Here’s a list of what I’ve been able to consistently reproduce. I’ve considered making a compilation video of all the classes and which autoattacks bug and how to bug them, but I’ve had my head in the clouds hoping this would’ve been fixed a long time ago, but I digress. Anyway, here’s a write-up.

For the following, if you dodge roll immediately after the listed attack, your dodge roll will fail:

Warrior

Sword 2nd attack
Axe 1st attack
Mace 1st and 2nd attack
Greatsword 2nd attack
Hammer 1st and 2nd attack

Thief

Dagger 1st and 2nd attack
Note 1st attack only seems to occur if you quickly dodge roll after the first attack of the two attacks that are included in Double Strike
Sword 1st and 2nd attack

Mesmer

Sword 1st and 2nd attack
Scepter 1st and 2nd attack

Elementalist

Conjure Lightning Hammer 1st and 2nd attack

Ranger

Sword 1st attack (So if you’re not content with being rooted in place for the next 2 attacks, you can always bug your own dodgeroll on the first attack, harharhar)
Greatsword 2nd attack

Guardian

Hammer 1st and 2nd attack
Note This can be exploited to shorten the cast time of Symbol of Protection
Greatsword 2nd attack
Sword 1st and 2nd attack
Mace 1st and 2nd attack
Note This can be exploited to shorten the cast time of Faithful Strike

Special Note For Guardians, this can be exploited to use Selfless Daring as an AOE heal without leaving melee range. It’s also been referred to as “Ninja Skipping” when used to this end. Nothing major, but worth noting if anyone wants to exploit this dodge roll bug for healing.

Engineer
Toolkit 2nd attack

Necromancer

Dagger 1st and 2nd attack
Note 1st attack only seems to occur if you quickly dodge roll after the first attack of the two attacks that are included in Necrotic Slash

Additional Notes

This can be reproduced with either hotkey dodge roll, or double tapping. This is not limited to the hotkey.

Turning off the autoattack on your 3-part attack chain does reduce the likelihood of it occurring but it does not eliminate it. If you continue pressing to attack and try to dodge, you can still bug your own dodge roll.

I imagine there are more than what I listed, but this is what I have currently.

Bring Previewing back.

in Suggestions

Posted by: Negativity.5801

Negativity.5801

signed, bring it back.

who the hell cares if it occasionally bugs or applies textures in the wrong place, its not like you cant close the window and re-preview to fix it.

All this does is limit functionality. Bring it back.

Grawl Fractal and Guardians

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Yes he can be melee’d.

Positive side of it is if someone is in melee range, he’ll occasionally stop and do this big wind up animation (Similar to imps aoe) which is a fairly long window where he isn’t shooting arrows at people, just dodge it

Bad news is you now have a much smaller window to dodge the arrow if he shoots it at you. The animation is still a good tell, but you no longer have the additional travel time of the arrow to react to it.

If you’re quick on your feet and mindful of his animations go for it.

Buff Loot in Mini-Dungeons/Jumping Puzzles

in Suggestions

Posted by: Negativity.5801

Negativity.5801

I don’t agree, especially for lengthier jumping puzzles like Malchor’s Leap. I’ve completed quite a few jumping puzzles/mini dungeons (Not all of them, bout half) and I’ve never finished it and thought wow, this was a decent reward for the time vested here.

I’d rather see the chest only be opened once (or maybe just have a weekly reset instead of daily or something along those lines) and have good rewards, then see a unique aspect of pve be left to collect dust while people farm dynamic events in Orr and run AC all day.

I feel like this part of pve is a lot of fun and I still do them just because I enjoy them, but it’s sad that there isn’t any noteworthy reward to it in contrast with the time spent doing it.

Magic Find in Dungeons

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Averaging MF isn’t a bad idea, when you think of that.
In fact, it will probably decrease the usage of it.
Being a selfish stat, MF users don’t really care about the performance of the group, they care only for their own drops. If you average it, these people will suffer stat lost, since they won’t get a share of the precision on other people’s gear, therefore will only benefit the group drops while loosing a combat stat. They will perform poorly, and eventually will either get kicked or replace their gear.

That actually makes sense. Although I still feel the better overall change would be just improving the loot tables and scrapping MF in dungeons altogether.

So when did...

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

IIRC, Hrouda said he was working with the dungeon team to re-evaluate and fix dungeons now that he was finished with creating FotM. I have no idea how far they’re attempting to go when it comes down changing dungeons, but my hopes aren’t terribly high.

I think there’s gonna need to be some serious changes to a multitude of aspects regarding dungeons and the way theyre balanced and how players are rewarded if we’re going to see any decrease in the amount of skipping and exploiting that is going on

The Warrior is designed to fail?

in Warrior

Posted by: Negativity.5801

Negativity.5801

Just because Anet says it doesn’t make it true.

LOL@Bolded text.

Anyway, I’m not jumping on any bandwagon. Its just annoying to find that the ‘may need help’ phrase is only found in the warrior’s philosophy. It would just be nice if they put a ‘may need help’ section on everyone’s philosophy since that would lead people to believe that certain classes have holes which can only be filled in by teamwork.

Warriors are very balanced. The philosophy is not. Think about that for a minute.

I haven’t gone across another forum and saw any overabundance of content for a class. Honestly, every single class forum is filled with posts complaining (whether justified or not) about the class. Don’t think anyone has any illusions that their class is completely self-sustaining and without its faults.

If you want Anet to add a weakness section for all the classes in their philosophy, I can at least see eye to eye with that, but I don’t think people are gonna draw conclusions about the class based purely on what the philosophy says.

@Coaxial

Put the pitchfork down and relax. This isn’t an aggressive discussion, it was a satirical jab at the posts complaining that warriors may need to gear, trait, and use certain utilities to accomplish certain goals as if other classes don’t and I’ve already made posts explaining accomodations warriors can make to deal with their weakness in condition removals and Schwahrheit also made a similar post further including other ways warriors can cope. No need to get all Gung Ho every time someone makes a joke, even if it is a bad one.

The Warrior is designed to fail?

in Warrior

Posted by: Negativity.5801

Negativity.5801

By God, you guys are right. Let’s rework the Rampage elite so we can feel very warrior like

Rampage

•Duration has been increased to 360 seconds
•Cooldown has been increased to 361 seconds
•Cast time has been removed
•Warriors now have stability while in Rampage
•Warriors now have permanent swiftness while in Rampage
•Warriors are now immune to conditions
•Rampage abilities damage increased by 47,000%
•Rampage abilities have been reworked
Smash no longer does damage, rather the target struck by Smash just explodes into a bloody mist.
Kick no longer does damage. When a target is struck by Kick, the target is now just kicked right out of the game
Dash has been replaced with HURRRRRRRRRR This ability is essentially the same as Dash but now has unlimited range and the Warrior moves so fast while dashing towards his target, that the only way to aptly describe using this ability is HURRRRRRRRRR
Throw Boulder now throws a boulder roughly the size of Lion’s Arch and deals 67,000 damage
Stomp This ability is now only usable in tPvP and simply wins the match for you because if you aren’t stomping every single challenge in sight, than Warrior is underpowered and weak

Now traits, runes, sigils, and weapons no longer matter.

I have fixed Warrior, please implement this patch ASAP Anet.

(edited by Negativity.5801)

The Warrior is designed to fail?

in Warrior

Posted by: Negativity.5801

Negativity.5801

I think the main argument here is what is the point of having all of these, utilities, weapons, and traits if we cant use them because were are forced to dump massive amounts of points into a traitline that is mostly worthless just to have subpar condition removal and and healing to use weapons like warhorns or be forced into builds with specif runes. No others profession has to do this.

What you guys are advocating is putting a bandaid on a wound not actually healing it. And because its a bandaid you are hindered as a profession. I personally don’t want to be forced to play a certain way just becasue the profession is broken.

Actually all other professions have to do this too. Warrior isn’t some stunted class cowering in the shadow of all other classes.

Believe it or not, other classes have traits and a limited amount of utility slots too and have to allocate them appropriately to accomplish certain goals just like warriors do.

So when did...

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

It’s a whole lot of exploiting mechanics/terrain, skipping mobs/bosses, and cheesing encounters like the 122 strat for CoF.

It’s a mixture of poor dungeon design and a community that, by and large, lives and breathes to blow through dungeons using as many explots as possible.

And for the record, the 122 strat for CoF is basically 1 person runs around in the room kiting mobs, then when he dies, 2 people go in, then when those 2 die, the next 2 go in, all the while the people who die run back to repeat the process. It’s a really cheesy graveyard zerging strat people came up with to complete the encounter when they aren’t good enough to just kill the room.

I stopped doing CoF path 2 because of how tired I got of this silly strat where people would rather remain terrible at the game instead of trying to get better and actually complete one of the few somewhat challenging encounters in the game

The Warrior is designed to fail?

in Warrior

Posted by: Negativity.5801

Negativity.5801

Just because you use soldier runes doesn’t mean you need to use 3 shouts; doesn’t even mean you need to use 2 shouts. You can just use one and keep balanced stance and frenzy. And if conditions are such a minor nuisance for you that you wouldn’t even consider dropping something like frenzy for it, then maybe conditions aren’t such a big deal, eh?

The Warrior is designed to fail?

in Warrior

Posted by: Negativity.5801

Negativity.5801

You do understand that when you trait and gear yourself for condition removal on a warrior it limits you to doing just that and pretty much nothing else right? You pay such a steep price for it.

Warriors are not well rounded in high lvl competitive spvp. They are playable in wvw and pve but that’s not what the majority of the playerbase or ANET is talking about.

Saying having traits or gearing for condition removal limits you to just that is such a blatant exaggeration it isn’t even funny. Even if you swapped out all your dps runes for soldier runes, you’re not losing stats, you’re trading them for slightly more defensive ones. Soldier gives 90 vit and 35 toughness + condition removal on shouts, even if you just run FGJ and SiO you now have 2 active condition removals both on short cd (Untraited 25s) and SiO now removing 2 conditions instead of 1 on top of breaking stun. A trade like this for a significant gain in defensive utility in stats and condition removal can hardly be considered a “steep price”

I’m not saying you should have every single trait and utility for condition removal, I’m saying warriors have plenty of options to accomodate the weakness and don’t need support from other classes to accomplish it.

Anyone else notice that bolded part about asking friends for help is not listed in any other classs ‘philosophy’?

Yeah. Would be nice to know that Warriors aren’t the only class designed to need help from others in certain areas.

Stop jumping on the bandwagon. Warrior is one of the most well balanced classes in the game. They aren’t in a bad place and it’s not like other classes are so amazing that they don’t need help from anyone and are without their own faults. Just because Anet says it doesn’t make it true.

(edited by Negativity.5801)

Magic Find in Dungeons

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

An averaged MF would solve this exact issue. The player is helping his party at finding better loot, which is still helpful in dungeon and when the whole party can manage to go through a dungeon with one or two people in complete MF gear… Well, more power to them. Some people can solo dungeon bosses and there are people who do naked runs. In the end the only interesting question is can the party pull off the dungeon run or not?

It wouldn’t solve it, it would exacerbate it. The more magic find effects dungeons, the more people are going to be pushed to run with it to up the ante of the averaged MF percentage.

It’s bad philosophy for dungeon design to condone magic find gear over combat effective stats in any way. It was hilarious to actually get put on an overflow in Cursed Shore a few weeks back because of how many people were farming dynamic events. Too much of this game is farming. Dungeons shouldn’t be farming too. Dungeons can and should be the place for a challenging PvE environment. The fact that soloing dungeons and bosses is possible, and that people running entire dungeons naked is possible speaks volumes about the current state of dungeons. Players shouldn’t have to do ridiculous things like playing naked, or dropping combat effective stats for MF, or soloing the dungeon to make it difficult. Dungeons should emphasize teamwork, synergy, and coordination while being challenging and rewarding in their own right.

Changing the loot tables on chests and boss drops to be more rewarding is the answer, not pushing more MF into dungeons.

However, you say that when someone reduces his stats so that the party can find better loot he is still a selfish kitten, even if you managed to find a legendary percurser thanks to his help. Sorry, but I can not really relate to that.

First off, this is relative privation. Saying your idea is good and evidencing its validity by proposing the best possible scenario is illogical, and unfounded.

Secondly, the party doesn’t automatically get better loot by having MF. It’s still RNG, it doesn’t improve loot drops, it improves the chance of improved loot drops. They’re not the same thing. So you’re condoning people dropping combat effective stats and detracting from the group’s effectiveness for a chance of better loot.

I will never agree with MF in dungeons. The truth is the fault lies in the design of dungeons, they should be rewarding in their own right, the design should never push players to be detrimental to a group’s effectiveness for a chance at better loot and players should never have to gear to make the dungeon rewarding.

Magic Find in Dungeons

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Magic Find is always a terrible stat in groups because with the way current magic find gear works (With a few exceptions), you’re always dropping stats for magic find. You’re detracting from your own stat pool and thus detracting from the group. Even if magic find was shared/averaged out, you’re still detracting from a group.

It should never be more beneficial to drop stats and lessens a group’s effectiveness in dungeons and be rewarded for it, magic find being shared or otherwise.

It takes dungeons down the road of being more farm oriented for ricing items/gold rather than being uniquely challenging and rewarding. It’s bad for the philosophy behind dungeon design, and it’s bad for groups.

It should not work in dungeons in any effect, ever.

The Warrior is designed to fail?

in Warrior

Posted by: Negativity.5801

Negativity.5801

It’s funny how Anet says warriors needs help with condition removal and everyone suddenly jumps on it that like its the truth. Warriors have plenty of condition removal:

Mending
Shake it Off
Shrug it Off
Restorative Strength
Soldier Runes + Shouts (SiO -2 FGJ – 1 OMM – 1)

We have plenty of healing with VS or alternatively IBS.

We also have some of the best dps in the game.

Quit yammerin’ about warriors being underpowered and weak. I really can’t even euphemize saying how completely ridiculous alot of these claims are.

Buff Loot in Mini-Dungeons/Jumping Puzzles

in Suggestions

Posted by: Negativity.5801

Negativity.5801

The chests at the end of these puzzles should actually be rewarding.

In addition to the current loot table, I think it should always include:

•1 Random lvl 80 Exotic weapon or armor (Whether this excludes precursors is at your discretion, personally, I don’t see a problem with it)
•15-25s cash reward
•The current loot table scaling to the level of the player

The reason why I think it should always include these two things is if it didn’t and the loot only scaled with level, then people would just avoid doing the puzzles/dungeons until they’re 80. To preserve the “discovery” factor in a player’s experience in exploring, they should be encouraged to do it at any level when they find it rather than having to bench it until they can get the highest loot potential.

I enjoy the mini-dungeons and jumping puzzles. They bring a completely unique PvE experience and thus should be uniquely rewarding for completing them. While they can be fun, it’s a major let down to finish a jumping puzzle (especially the longer ones) and get a few measley blue and green items.

Fun is still fun, but in a game with an economy, cost-effect analysis of activities are major motivational factors for the vast majority of players.

Magic Find in Dungeons

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

This has been suggested many many many many many many times.

Magic find has no place in dungeons and Anet shouldn’t encourage players to detract from the group for personal gain and be rewarded for selfish behavior in a group environment.

If Anet wants to keep magic find for farming open world PvE crafting materials, thats fine, but it should not work in dungeons.

7 Minute 4 Man Arah Run {VSF}

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

and by tactics you mean exploiting

Doubt about dungeon armor choice!

in Warrior

Posted by: Negativity.5801

Negativity.5801

cleric

vitality is beating a dead horse for warriors

Axe change more Harm than Good

in Warrior

Posted by: Negativity.5801

Negativity.5801

Ok so. Apparently both sides are right.

I’m right in that you can’t interrupt double and triple chop with cyclone and throw axe if you don’t use autoattack on your 1 ability

If you have your autoattack turned on, ir works fine.

That’s great, considering I had it turned off to try to actively avoid the dodge roll bug, now I get a bug if autoattack is on or off.

awesome

Design philosophy requires reliable pets.

in Ranger

Posted by: Negativity.5801

Negativity.5801

pet dodging is too complicated of a concept for the issue at hand

The simplest fix and the fix that quite a large number of rangers have pushed for is reduced aoe damage.

It’s a simple change that gives them longevity in fights, yet they still are fragile (With obvious exceptions like bear, devourers, etc.) when mobs target them. Obviously this would also need to include cleaves (Why tiny graveling scavengers in AC have a 4 mile cleave radius on autoattacks is beyond me). Either that or they make ranger pets path behind the mob, but pet pathing is terrible enough as it is, Anet has already done a terrible job with all pet pathing, they don’t need to add more to their plate.

I think 90% reduced AOE damage would be an excellent fix. It’s been done in other MMOs with success.

It would also make focusing pets down in pvp a tactical choice (instead of just letting it die to collateral aoe damage) with positive and negative connotations for both the ranger and the person killing the pet. Generally this is what people like to call “balance.”

On a positive note, the hitting moving targets thing is an excellent change and is definitely a step in the right direction.

(edited by Negativity.5801)

Danger - may contain overleveled skritt

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

havent seen it myself, but a friend of mine said he ran into some lvl 69 skritt in diessa plateau (15-25 area)

Axe change more Harm than Good

in Warrior

Posted by: Negativity.5801

Negativity.5801

I know cancelling triple chop was a dps increase and that this aspect of the change is technically a nerf, but at the same time it makes sense. Think about it.

We autoattack, then clip our autoattack with our autoattack to make our autoattack do more damage.

It’s just really stupid that this method was actually a dps increase instead of triple chop actually being a good ability.

Anyway, that aside.

Can’t use cyclone axe or throw axe to interrupt double chop or triple chop. Yes you can use other abilities as I stated in my op, (Offhand, dodge, etc. etc.) but you can’t use your axe 2 and 3 abilities to interrupt it.

It’s broken.

(edited by Negativity.5801)

Axe change more Harm than Good

in Warrior

Posted by: Negativity.5801

Negativity.5801

So, the previous patch to the 12/14 patch changed axe to where you could now interrupt Triple Chop and break you attack chain. At first I was put off by this, but as time went on, I grew to like the increased responsiveness and overall control I had over my autoattacks. If I wanted to interrupt, I button mashed, if I didn’t, I let autoattack handle it.

Now once again that has changed, and with it brings less control and less responsiveness. Now Double Chop and Triple Chop cannot be interrupted to cast Cyclone Axe or Throw Axe (Whereas before the last patch, triple chop couldn’t be interrupted by mashing 1, but could still be interrupted by Cyclone Axe and Throw Axe) They can still be interrupted by Offhand, dodge rolls, and everything else, but within its own skill set, it is broken.

I could accept the change that I can’t interrupt Double Chop and Triple Chop with my own autoattack chain, but not being able to interrupt it with Cyclone Axe and Throw Axe lessens my control over attacks and makes the weapon skills feel clunky and slow.

TL;DR

Can’t interrupt Double Chop and Triple Chop with Cyclone Axe and Throw Axe. plz fix

Lupicus Melee Solo, 8.5 mins

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

The dodge bug is a huge problem in the game, but that’s not really related to Lupicus or this warrior’s solid play.

Plus, it’s possible to avoid the dodge bug by turning off auto-attack because the bug is only caused when auto-attack and dodge trigger at nearly the exact same time.

This is false. I did a write-up in this thread regarding the bug, where it occurs and how it occurs.

Turning off autoattack does not fix it, although it does make it less likely to happen.

Lupicus Melee Solo, 8.5 mins

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

It is honestly just really solid gameplay regardless of class.
I’m actually trying to figure a way to do this using my ranger with shortbow and sword/dagger.

I’d love to see you try that with a bugged weapon that roots you in place on 2nd and 3rd attacks preventing other actions. Oh, and to add insult to injury, if you happen to dodge roll immediately after the 1st attack, your dodge roll bugs.

Not trying to be mean, just saying, it’s a weapon with two longstanding bugs that have yet to be fixed and severely limits the practicality of sword on ranger, ESPECIALLY on a dodge intensive fight like Lupicus.

(edited by Negativity.5801)

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

Race: Norn.
Sex: Male.
Class. Warrior
Armour: Stag Mail (Heavy Cultural T3 chestpiece)

The neck becomes discoloured when wearing this chestpiece. Below are screen shots from the Hero panel (where it looks fine) and in-game (where the issue occurs)

It generally (emphasis on generally) seems to appear fine in bright light (Daytime), however any lighting changes seems to exacerbate the issue (Dungeons, Nighttime, Shadows). Since the neck is part of the armor mesh with Norn T3 Stag Mail, it seems to share the same properties and isn’t affected the same way the male norn base model textures are, so lighting is affecting the norn head and neck textures differently making the neck significantly darker.

As far as guidelines go:

Norn
Male
Warrior
Armor: Stag Mail, Stag Chausses, Vigil Shoulders, Vigil Gauntlets, Vigil Greaves, Draconic Helm
Dyes: Abyss, Ash
Weapon: Corrupted Skeggox, Corrupted Bulwark, Ghastly Sword, Ghastly Warhorn

Attachments:

How much HP for Vigorous Shouts?

in Warrior

Posted by: Negativity.5801

Negativity.5801

Or maybe an elite shout.
“I Am Unstoppable!”
Protection 10s
Stability 10s
Breaks stun

“Stand your Ground!”

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

I’ve made a number of threads about this but since people seem to be paying attention to this thread, I’ll post this here. It happens whenever you dodge roll immediately after a certain attack within a 3 part autoattack chain. I’ve had instances of this with ranged weapons (Such as Ranger shortbow) but I’ve had no luck reproducing this on training dummies.

Here’s a list of what I’ve been able to consistently reproduce. I’ve considered making a compilation video of all the classes and which autoattacks bug and how to bug them, but I’ve had my head in the clouds hoping this would’ve been fixed a long time ago, but I digress. Anyway, here’s a write-up.

For the following, if you dodge roll immediately after the listed attack, your dodge roll will fail:

Warrior

Sword 2nd attack
Axe 1st attack
Mace 1st and 2nd attack
Greatsword 2nd attack
Hammer 1st and 2nd attack

Thief

Dagger 1st and 2nd attack
Note 1st attack only seems to occur if you quickly dodge roll after the first attack of the two attacks that are included in Double Strike
Sword 1st and 2nd attack

Mesmer

Sword 1st and 2nd attack
Scepter 1st and 2nd attack

Elementalist

Conjure Lightning Hammer 1st and 2nd attack

Ranger

Sword 1st attack (So if you’re not content with being rooted in place for the next 2 attacks, you can always bug your own dodgeroll on the first attack, harharhar)
Greatsword 2nd attack

Guardian

Hammer 1st and 2nd attack
Note This can be exploited to shorten the cast time of Symbol of Protection
Greatsword 2nd attack
Sword 1st and 2nd attack
Mace 1st and 2nd attack
Note This can be exploited to shorten the cast time of Faithful Strike

Special Note For Guardians, this can be exploited to use Selfless Daring as an AOE heal without leaving melee range. It’s also been referred to as “Ninja Skipping” when used to this end. Nothing major, but worth noting if anyone wants to exploit this dodge roll bug for healing.

Engineer
Toolkit 2nd attack

Necromancer

Dagger 1st and 2nd attack
Note 1st attack only seems to occur if you quickly dodge roll after the first attack of the two attacks that are included in Necrotic Slash

Additional Notes

This can be reproduced with either hotkey dodge roll, or double tapping. This is not limited to the hotkey.

For informational purposes, here are the races and genders I used to recreate the bugs in these attack chains. (Since racial/gender differences can have varying attack animations) I have no idea if this is actually relevant, but here it is anyway:

Guardian – Human – Male
Warrior – Norn – Male
Engineer – Asura – Male
Thief – Human – Female
Necromancer – Human – Male
Ranger – Human – Male
Mesmer – Human – Female

I imagine there are more than what I listed, but this is what I have currently. I haven’t tried it with transformations though I suspect they exist there as well.

Edit The interaction between attacking and dodge rolling in between certain attacks causes the issue. Note that turning off autoattack on your 3 part attack chain reduces the likelihood that the bug will occur, however, Even with autoattack turned off, if you continue to button mash while dodging the bug will occur.

(edited by Negativity.5801)

Just tried Specter.

in Elementalist

Posted by: Negativity.5801

Negativity.5801

scepter is more focused on condition dmg

dragon tooth you have to be smart about using

shatterstone is bad

How much HP for Vigorous Shouts?

in Warrior

Posted by: Negativity.5801

Negativity.5801

Oh that makes more sense.

TA vendor armor for my warrior: where?

in Warrior

Posted by: Negativity.5801

Negativity.5801

there is no exotic version of it

It’s “Dark” armor and is sold from karma vendors in Fireheart Rise as well as a few other zones

How much HP for Vigorous Shouts?

in Warrior

Posted by: Negativity.5801

Negativity.5801

Since I was kind enough to explain it to Guardians on their mace skill Faithful strike, here is the formula for this trait.

40+((Level^2) x 0.18) + (Healing x 0.8)

so at 0 healing at level 80: 40 + 1152 = 1192

at 1500 healing at level 80: 40+1152+1200= 2192

I’m confused

1500 healing = 2192
1464 healing = 2363?

(And before anyone asks, the food buff is an omnomberry bar, no healing power)

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Attack animations and picking up bundles

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

its just moving in general that does this, not just attacking. Picking up a bundle 9 times out of 10 means Im gonna lose control of my character due to this bug if I dont stop moving before I pick it up

Although its been around forever, ive already given up hope on them ever fixing these kinds of bugs

We can rebuild her, stronger, faster, better.

in Warrior

Posted by: Negativity.5801

Negativity.5801

You’re never going to be a healer nor a tank as a Warrior.

That’s reserved for Guardians… sadly.

I also have a level 80 Guardian that I’m starting to exotic out and she will be pure support/heals for dungeon runs, but that another topic for now I’m asking about traits for a tank build warrior.

Should I stick with shouts or go banners?
Should I keep the 20 points in strength or put them in arms and discipline for more crit chance.

This will be pure PvE lots of time spent solo working on gathering resources and getting 100% world completion and running dungeons when we need a warrior over a Guardian.

I prefer Shouts because they offer Condition cleansing, which Banners don’t. Especially tasty with Soldier Runes (each Shout removes a Condition; Shake it Off! removes two).

The healing is a lot worse than Banners though; it is more about adding a little bit of damage mitigation per Shout than it is consistent healing.

Theres a long thread about this on guru, and triple shouts outheals banners by quite alot.

cleric ascended gear? where is it

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

no cleric gear

no knight gear either

theres actually quite a few stat combinations missing

Whats going to happen to all those that have done Arah Speed Runs?

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

As I recall, the glitch for Arah is you run straight from entering the instance to the far wall just beyond where the spiders spawn from the ceiling.

You then do a series of jumps to scale the wall, you come into this little crevice which actually happens to be the big staircase that leads down to lupicus’ area. You can then blink through the stairs to the area, alternatively, mesmers can go through and teleport the whole party across it effectively skipping like 50-60% of the dungeon.

We can rebuild her, stronger, faster, better.

in Warrior

Posted by: Negativity.5801

Negativity.5801

I run 10/0/30/30/0 in full cleric (I mean full cleric, everything) VS is up there for probably the strongest aoe burst healing in the game. Only thing that came close to it was EA ele but that got nerfed. Personally, I use Dwayna runes for regenand a blood sigil, soldier is an excellent alternative for runes, most people run that.

If you’re looking for a tank, toughness and healing/sustain is where you want to be. Vit is beating a dead horse on a warrior, with 30 in vit for shouts you sit at 21.5k hp. For pve, you really don’t need more than that. Also, knowing content and judicious use of dodge roll is important.

I am starting to hate my warrior...

in Warrior

Posted by: Negativity.5801

Negativity.5801

Omnomberry Bars for DPS warriors. (Heal on crit, no internal cd)

Healing Shouts, or healing standard for tanky warriors.

I find in this game, tankiness is all well and good, but most people seem to forget sustaining yourself through heals is just as important. Hell, you can tank on a glasscannon dps warrior with omnom bars in zerker gear if youre maintaining fury.

Oh, and warrior is fine as is.

Constructive criticism of dungeons

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

I agree for the most part. After spending about a week to get my dungeon master title like 3 months ago and doing everything, I have to say, most bosses are very underwhelming, and trash is consistently harder than fighting the vast majority of bosses.

I’ve said it before, I’ll say it again, Anet needs to strike a balance between interesting and dynamic mechanics and appropriate health pools. As it currently stands, the vast majority of bosses are just gigantic hp pools with very few interesting or engaging mechanics.

CoF path 3 madness

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Path 3 is really easy.

For torches, it’s easiest to be done in chat. Here’s how I used to explain it to pugs, I usually took charge and coordinated the group:

•3 mobs spawn at each torch, kill 2, leave 1 alive, preferably at about ~50% or less hp, type 1 when you’ve accomplished this.
•After 5 1’s, I will say kill, you then kill your mob, type r after you’ve killed your mob.
•After 5 r’s, I will countdown, 3-2-1 light. You light when I say light, don’t light until I’ve said light, and don’t spam your torch, press f only once.

If your group has a basic understanding of English and can follow very simple directions, it should be easy.

On the waves, The next wave spawns when 1 mob from the previous wave is left. If you’re really having trouble on this, leave 2 mobs alive, res npc’s, heal up, and try to even out the mob hp so you can kill them both quickly. Focus casters down, kite shadowblades, really easy stuff.

This path should not be nerfed, it’s fine the way it is (Except maybe last boss, he either needs a total rework, or just nerf his hp, such a long boring fight)

Please Fix the Dodge Roll Bug

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

If you immediately dodge roll after the 2nd attack in a melee autoattack chain, your dodge roll will fail. This works for all melee weapons that include a 3 attack combo. It has existed forever, please fix it.

Poison traps

in Ranger

Posted by: Negativity.5801

Negativity.5801

cuz you’re shootin arrows thru a pit of snakes and the snakes are gettin caught in the arrows, so you’re shootin dead mutilated snakes at an enemy. Quid pro quo, some poison is gettin on the enemy and therefore its a poison field.

Logic’d

Idea to fix rangers: Stow Pet Change

in Ranger

Posted by: Negativity.5801

Negativity.5801

I agree with being able to leave the pet stowed in combat, I don’t agree with getting a bonus for it.

Ranger Rework

in Ranger

Posted by: Negativity.5801

Negativity.5801

as wonderful as it is, theres one problem wif those suggestions – we’ll be faceplanting the ground ALOT coz we’ll generate heaps of aggro wif that dmg.

Aggro doesn’t work strictly off damage. Different bosses/mobs have different factors that affect their aggro.

Reveal Idea

in Ranger

Posted by: Negativity.5801

Negativity.5801

What if traps removed stealth on invisible players when they’re triggered?