Showing Posts For Orissa.1872:

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Orissa.1872

Orissa.1872

I did 2 runs with the same party, however from the 1st run people were getting different amount of tokens. For all of us those were first runs this day
CoF path 3 (Tribune) – for sure over an hour, 60 tokens/26 silver for me, someone got 30 tokens and half the silver
Around 5-7 minutes break between those runs
CoF path 2 (Gaheron) – 45-55 minutes, 45 tokens/75% silver for me, the others got 60 tokens and full silver reward

1st Path of CoF boss bugged?

in Fractals, Dungeons & Raids

Posted by: Orissa.1872

Orissa.1872

Tried to do this path with group of 3 randoms and my boyfriend, everyone was communicating via TeamSpeak. We had asuran engineer (for perma poison), ranger (full exotic), necro, mesmer (full exotic) and warrior. We’ve tried many different setups and strategies, but everything was fail, we couldn’t bring boss below 80% hp. We’ve tried:

  1. Everyone focusing the boss (2 light fields for constant condition removal + Time Warp + perma poison)
  2. Only warrior destroying crystals (14-16 regen stacks, all bonuses as #1)
  3. Warrior and ranger with piercing shots destroying crystals (8-12 regen stacks, all bonuses as #1)
  4. Warrior and engineer with piercing/exploding shots destroying crystals and poisoning boss (7-10 regen stacks, most of bonuses from #1)

Also as engineer I’m using rampager armor/weapons and accesories either rampager or cleric (+traits giving power based on toughness/healing), both setups have very similar dmg output, cleric improves healing a little, but still half of party was getting wiped by those huge aoe attacks

Almost every single factor needs a slight nerf:

  1. Regen provided by crystals – lowered by around 10%
  2. Crystal respawn rate – not more often than every 30 seconds
  3. Crystals health – lowered by 20-25% if respawn rate will remain that high
  4. AoE attack radius – lowered to 180 (I’m sure it’s like 240 now, very similar to Super Elixir) OR decrease amount of circles spammed in the same place (make it single, max double shot, not triple/quadra). Dmg is fine, leave it as it is
  5. AoE delay – increased to at least 0.6 sec to give us chance to dodge
  6. AoE cooldown – increased to 10 sec, but sure 10 sec, with no chance for chain spam. It’s just impossible to successfully dodge chain knockdowns

New CoF after patch = BS??

in Fractals, Dungeons & Raids

Posted by: Orissa.1872

Orissa.1872

They have only changed the timer, now it’s something like 150 seconds. Still doesn’t resolve monster swarm problem.kitten leave longer timer and lower spawn rate, make only 1 monster per wave a silver one. That’s the solution

Question for the pro's: How do you handle a thief?

in Engineer

Posted by: Orissa.1872

Orissa.1872

Double pistols for glue shot + insane burn + confusion (try to use unload 3x when confused xD), then elixir gun for poison and cripple. Elixir B and C help pretty much, also healing turret can blow melee thieves and heal you

Dungeon Updates

in Fractals, Dungeons & Raids

Posted by: Orissa.1872

Orissa.1872

Here are few solutions which came to my mind today
Basically dungeon paths should be either euqal or completely varied (difficulty and average time)
I prefer second solution and few features about it:

  1. Mark difficulty level of every path (easy/normal/hard)
  2. Provide more tokens for finishing harder paths
    (chests 5 tokens each, final reward greater by 5 tokens per difficulty level)
  3. Set the drops from different paths. Give better crafting materials and items from harder paths
    (rare mats/items – normal+, exotic items – hard)
  4. Adjust money rewards. Put greater reward for finishing the harder paths as compensation for repairs

Now look at the dungeon vendors, as they seem to be pretty poor for now. Here comes another problem:
We have full dungeon sets, but still want to do dungeons as endgame content. How can we spend tokens?
I’d suggest to put some special crafting materials, so we can develop our professions

Fine:

  1. Tier 1 – 5 tokens per specific, 3 for lotto bag (1 random material of this tier)
  2. Tier 2 – 10 tokens per specific, 6 for lotto bag
  3. Tier 3 – 15 tokens per specific, 9 for lotto bag
  4. Tier 4 – 20 tokens per specific, 12 for lotto bag
  5. Tier 5 – 25 tokens per specific, 15 for lotto bag
  6. Tier 6 – 30 tokens per specific, 18 for lotto bag

Gemstones:

  1. Tier 1 – 7 tokens per specific, 5 for lotto bag
  2. Tier 2 – 14 tokens per specific, 10 for lotto bag
  3. Tier 3 – 21 tokens per specific, 15 for lotto bag
  4. Tier 4 – 28 tokens per specific, 20 for lotto bag
  5. Tier 5 – 35 tokens per specific, 25 for lotto bag
  6. Tier 6 – 42 tokens per specific, 30 for lotto bag

Rare:

  1. Tier 1 – 15 tokens per specific, 10 for lotto bag
  2. Tier 2 – 30 tokens per specific, 20 for lotto bag
  3. Tier 3 – 45 tokens per specific, 30 for lotto bag
  4. Tier 4 – 60 tokens per specific, 40 for lotto bag
  5. Tier 5 – 75 tokens per specific, 50 for lotto bag

Applying those changes:

  • Will never change grindy nature of dungeons (it’s impossible IMO)
  • Will provide them much better lifetime
  • Give us more reasons to do them
  • Help crafters a little, but it’s still impossible to grind mats due to token prices, just a little help

Engineer bugs compilation

in Engineer

Posted by: Orissa.1872

Orissa.1872

Elixir gun + firearms:
Trait IV and VIII are excluding eachother, maybe it’s because of changes mentioned by Khezekiah Bellamy. Usually range trait (IV) is working and cooldown trait (VIII) is ignored. Sometimes it happens that VIII is dominating over IV, but it’s pretty rare. I think both of those traits should work exactly like description says, no additional changes on skills

What is my Asura saying?

in Asura

Posted by: Orissa.1872

Orissa.1872

Female:
Chilled – going hypothermic!
Crippled – my mobility is impaired
Fury – rage at maximum
Poisoned – I need an antidote!
Might – time to do some real damage
Swiftness – accelerating!
Regeneration – getting healthy
Vigor – never felt better
Healing turret placement – healing turret: activated / dispenser, here!
After killing an enemy – how that feels? excrutiating?

(edited by Orissa.1872)

Trahearne: I personally find him to be probably worst character. :SPOILERS:

in Personal Story

Posted by: Orissa.1872

Orissa.1872

I’ve passed personal story as Asura, joined Order of Whispers. The only feature from early phase of story were letters from Zojja, tho she didn’t mail me much in late phase of story. I was even glad that Asura are just infiltrating those orders, it’s the only story-saving feature

Trahearne is soulless because he’s a Sylvari. I made a Sylvari character, all their sensibility is based on bigger goals, like saving whole Sylvari race, saving their enviroment/whole Tyria. Right from awakening they know they’re only made to save the world, they’re just robotic servants of The Pale Tree. Little ants. They’re even less humane than Asura

The Pale Tree is also one of my most hated characters, she’s imperious to everyone around, tho she knows pretty little. It was really unpleasant to listen to her (very incomplete) visions being an enlightened Asura. I thing Asura should have possiblity to take it as an insult and leave both her and Trahearne. There are many Asuran characters who are not members of any orders, they could lead the war against Zhaitan. Using them as just minor addition (like a new anti-orrian weapon devs) was another insult. Why would young Sylvari know much more about the undead than Asura who developed the most effective weapons and defenses against them?

2 Hand Weapons Shoud have 2 Usable Upgrade Slots

in Suggestions

Posted by: Orissa.1872

Orissa.1872

Stacked sigils only allow one stack to be in effect, you can’t have more than one

And this is really bad and pointless. Why can’t we stack more crit chance or more condition duration? It’s not a chance to pop quickness or lifesteal, should be always stacking. It needs a rework and some bug fixes btw, because not all of sigils are working (even as single sigil)

Female Armor Skins

in Asura

Posted by: Orissa.1872

Orissa.1872

I think the most of players used to very humane or completely animal-like physique of all races. Asura are unique, they’re not completely humane and for sure far different than animals or plants. They didn’t descend, they were ascending during their evolution, which is straight imo, not regressive. Also they’re not hybrids, like Charr or Sylvari. They remind me of little aliens, kinda. Big heads, tiny simple body, lack of hair, pretty big eyes, asexuality. Aliens are often said to be superior form of life, even to humans. All this stuff makes me think Asura are really the most perfect creations in Tyria

About clothing style – Asura don’t care about such trivial stuff like clothes. They prefer comfort and effectivness over general appearance. Also female clothes can’t be really different because female body is same with male, you can’t do much about clothing shapes unless you would use push-up like mechanics or force body shape changes (like while using corsets) and that’s what Asura really hate

On the other hand – look at Asuran weapons. They’re masterpieces. They’re designed to use energies at full efficiency (probably those specific shapes are part of mechanics) and also fit tiny Asura hands

There is a race reminding me of Asura a bit, it’s my absolute favourite fantasy race ever. Xenoa (according to the game lore) have tiny and pretty weak bodies, but they’re making up for it using their minds and technology. They have developed all kinds of devices which are not based on magic. Cult of technology and divine minds, finding other races inferior and more animal-like. Here is little gallery of their armors (both heavy and light), differences are really slight, usually female set uses the same model, but is covering less body surface (this game was pretty much about sexuality)
Sadly picture inside of spoiler doesn’t work :<

2 Hand Weapons Shoud have 2 Usable Upgrade Slots

in Suggestions

Posted by: Orissa.1872

Orissa.1872

This sounds fair. However not every kind of sigil should stack. Passive effects should stack, as those are just additional stats. Active effects should not stack by any means, it’s really hard to make separate cooldown counters for them, no need to mess up with scripting. This would be even more problematic under quickness effect, not talking about exploiting by using speedhacks which are kinda popular lately

Cloth and Leather should be available to gather/hunt.

in Crafting

Posted by: Orissa.1872

Orissa.1872

The best way to get lether and cloth?
Salvaging drops.
You can slavage cloth from light armor and leather from medium armor.
Not to mention all the drops that say “Slavage item” on them.

Armorers can salvage too, they can get ore from armors, weapons and by gathering. Is that fair?

For people who think Plate maker has it easy … do you aware that we have to buy from vendor a secondary mat to refine the ore. I “mindlessly” bought some to refine my 250 stack platium last night without paying attention … and boy … that was EXPENSIVE!

Imagine tailors and leatherworkers got to buy some mats from NPCs as well. You can’t craft the most pieces of armor without threads. So don’t tell me how difficult is armorcrafting

Superior Sigils of Accuracy not working

in Bugs: Game, Forum, Website

Posted by: Orissa.1872

Orissa.1872

But not a single sigil is working, that’s the matter. If it was like you said, I’d have 54% crit chance

Superior Sigils of Accuracy not working

in Bugs: Game, Forum, Website

Posted by: Orissa.1872

Orissa.1872

Recently I bought new pistols, Ruinmakers of Accuracy. Both should provide me 10% crit chance + bonus from 180 precision. However my crit rate is increased by barely 9%. I’ve been looking for some crit chance formulas and I found one which is pretty accurate. After doing some calculations it came out that only precision bonus is applied, sigils aren’t working. Here are proper screeenshots and calculations according to formula below:
[(Precision-916)/21]+4
Subtract 916 from your Precision to find the amount you have above the base. Divide that by 21 to find the extra critical chance you’ve gained from that extra Precision. Add the 4 base crit-chance, and you have the final critical-chance percentage.

No weapons equipped – 40% chance at 1682 accuracy
[(1682-916)/21]+4 = 40,47… – goes rounded to 40

1 weapon quipped – 45% chance at 1772 accuracy
[(1772-916)/21]+4 = 44,76… – goes rounded to 45

2 weapons equipped – 49% chance at 1862 accuracy
[(1862-916)/21]+4 = 49,04… – goes rounded to 49

Attachments:

Traits and stats for an Engineer

in Engineer

Posted by: Orissa.1872

Orissa.1872

My current build
Now some explanations on traits:
*Firearms line improves both crits and condition dmg – very nice for basic pistol skills, elixir gun and rocket boots toolbelt skill. Also crits are causing vulnerability, it works the best with Fumigate, it’s possible to make up to 8 stacks in 2 sec. Sometimes I’m switching to flamethrower in solo pve, then I can stack the most vulnerability
*Inventions line gives me some healing power (always nice with so many healing abilities) and toughness which is (along with healing) converted into power – raw dmg without investing in power directly
*Alchemy scales well with elixir skills, especially when I’m supporting a bit by tossing elixirs and using elixir gun (that’s almost half of my skills). It also gives me ability to chase or escape from enemies (swiftness trait)

About skills:
*Elixir H gives the best self sustain and ability to keep moving in combat without any limitations like healing turret cast and healing aura range. Also I can toss this elixir improving defenses of allies
*Rocket Boots are the best escape mechanic for engineer, kinda trololo skill. Toolbelt skill is very nice for close-gapping, deals pretty high dmg and improves dmg of Blowtorch (combo: 3->F2->4 or F2->3->4)
*Elixir B is the most useful for its swiftness, makes traveling more bereable. Also good skill to initiate solo fights against veterans. Tossing this elixir on group of allies can greatly speedup events
*Elixir gun is the best supportive weapon. Has better range than pistols (good for WvW) and applies the same conditions. 2 abilities removing conditions (+light combo field) and spammable AoE swiftness. Bonus escape skill, similar to Rocket Boots, works like bonus dodge (nobody catches Skyman!). Toolbelt skills is very nice when there’s no guardian around, provides decent sustain to everyone around
*Supply Crate is for my lack of Healing Turret and all other turrets, provides very good utility, but in pretty small area. Even if turrets are pretty squishy, still much better choice than golems or mortar

That build doesn’t include items, however I’m aiming for Rampager’s items and some accesories with toughness/healing power