Been There, Done That & Will do it again…except maybe world completion.
Been There, Done That & Will do it again…except maybe world completion.
I played since headstart and have 240% magic find, I’m in the capped zone now: 30k luck for +1%
I do think MF does help, but It’s not “a guaranteed exotic on each dungeon path”
I do get more rare’s though…
I have salvaged some ecto’s during crafting but not to gain luck… Mostly cause I run out of crystaline dust…. If you need 20 or 30 dust you’ll not get +1% at the amounts I need now. People at max luck: at the moment you’re out of luck….
Been There, Done That & Will do it again…except maybe world completion.
1st if you want to find hearts talk to scoutys OR just use the ingame map and hover your mouse over the heart icons in the legenda, the ones you didn’t do will light up.
So you craft to get the skin and not the weapon… Your problem, eventually your have a purple armor, purple rings and a purple back and you’ll be thinking to yourself: Why? why didn’t I keep it.
I calculated I earn ~15-30 golds each day…. that’s ~5500-11000 gold a year.. (yes I play each day. In the past 3 years I’have amassed ~35000 gold I guess…
And I spend roughly all of it. I crafted a light ascneded yesterday and and I’m at 10 gold again.
I counted my gear and saw I ‘ve got
~60 ascneded weapons (3000 gold) on account,
5 full asc armors (2000 gold)
5 partial asc armors (1000 gold) and
30 sets of asc trinkets on my 18 characters,
the 18 characters I have are all runed and exotic minimum.
2 legendaries 6000 gold…
16 have all bag slots,
most have salvage o matics, half has perma tools, max bank tabs….
about 60% have had face/hair done
And most other funds have gone into
dyes (missing 10 including the coming halloween dyes),
recipe’s
skins and the like.
And I consume food on every character when doing dungeons, WvW and so on.
I do not think the 3750 gold return on eternity is worth it.
BTW I have 9 times map completion, old style, and a further 6 characters with all waypoints and hero points… It has to be done. -Else they are not usable-… (this also leaves me with 3 characters who do not have full unlocks. (a guard, a ranger and a necro, but I have 2 characters off all classes except engi and thief ready to go instant in their specialisations.
Only exception on my view would be: if you are PvP only. As you get standardized gear it really doesn’t matter if you own a legendary…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Well I used a Mace/? and Staff Guardian with nomads/ clerics which is reasonale tanky and has decent PBAOE heals, virtue of resolve and when adding runs of the soldier a lot of condition cleanses…
I find an interesting problem in tanky builds they only seem focussed with being tanky, I think being selfhealing and healer an added bonus, but it’kittenting like a wet noodle
Gear for tanky builds:
With ferocity: Cavalier&Valkyrie&Assassin
With healing: Clerics&Nomads
With condition dmg: Dire&Rabid
With vitality: Sentinel/Soldier
Condi & healing: Apothecary/Magi/Shaman/Settler mix.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I’ts mostly because you cannot extrapolate 3 points for AOE to center under water locations, based upon a cusor without a distance,..
Been There, Done That & Will do it again…except maybe world completion.
Cute??? My Necro really want’s a diner appointment with you.
And please do not take the effort to prepare for a trip home.. A new focus was overdue…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I know people used to autorun circles or run into a wall to avoid being kicked out of wvw… My present server doesn’t have queues so I’ve not seen this behaviour for a while
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
He thinks he’s RNGsus …..
But to be serious. If you relly dislike water so be it, I think you should be able to keep yourself alive in the water though… and due some content in water being unavoidable I do not see the point. You can swim surfaced (no skills) and be realtivly safe (unless you’re pulled down, Which would likely be the same as your water walking… Else a lot of exploits would be born…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I’d gladly help…. But there should be a way how we could provide the translations beforee patches….. without having a lot of spoilers… (I like the game fresh as well…)
Been There, Done That & Will do it again…except maybe world completion.
well…
I do not know…
Warrior can be:
- MAX DPS, GS and axe/mace (just max dmg, selfish build/runner) zerk (PvE)
- Phalanx Strength, GS and axe/mace(group attribute buffer) zerk (META dungeons)
- Shout Heal: ?/Warhorn and Hammer (support, heal en cleanse) zealot/clerics (WvW)
- Hybrid/Condi: Sword/? and Longbow (bleeds and burns) sinister/rabid/dire (Dunno, but works)
- CC (Mace/shield and) Hammer (knockdowns, knockbacks, stuns) A somewhat tanky build likely soldiers and zerk or cavalier, knights and zerk. Maybe some valkyrie mostly to maintain power and ferocity, and try to get 50% crit minimum with fury…
And MUCH MUCH more. These I know… And I use the middle 3 on 3 different warriors.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Well sometimes I’m tired, but you’re correct
Inscriptions for weapons,
Insignia’s for weapons.
But just make sure you have both for the Exotic ones, to change other stat ascneded to Keeper sin the forge. only weapon will not do much good, but only armor will neither.
Been There, Done That & Will do it again…except maybe world completion.
Okay Horroween on my reaper… should be good
And I might see an A-Net tag, for the second time in my guildwars existance in EU…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
remember you can just make the exotic zealot inscriptions and transfer another asneded armor to keepers….
It will save you a bit it’s 1800 gold on heavy armor recipe’s and doing so will reduce the price to 140 gold + the costs of an other recipe set???
The prices went down a bit they have peaked on 2500+ for a heavy armor set worth of recipes…
Am I glad I bought them when they were fresh… I payed quite a lot, but none of the recipe’s was above 75 gold..
Been There, Done That & Will do it again…except maybe world completion.
This is the main reason I do not fight underwater, because I’m a cheap and lazy person who doen’t want to invest 10 gold on 18 characters to be able to fight underwater (which wil not be an issue until I need to slaughter bubbles.)
-Edit- make that 15 characters, cause the main characters I use for fractals DO have the headgear rune..
Been There, Done That & Will do it again…except maybe world completion.
I’m working on a
256Gb OCZ vertex 4 (old SSD) with windows, program files, and the hybernation file.
My swap file is located on a 10k RPM together with internet cache and downloads folder.
My user files and the like on a raid 0 HDD set (which is backed up 4 times a month.)
Media files and such are on a NAS (RAID 1). My NAS and Internet are via 2 seperate Networks to minimize interference from filetransfers in my LAN (yes 2 ports on NAS 2 on PC, 2 on wifes PC double wiring. but I do not expericne any lag or probelms when gaming when my wife makes a backup and the other way around.
And yes NAS is only active when I’m asleep for Downloads if I need to make ’m.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I’ll not judge which will be better I’ll just give some facts
Necro is a powerful caster whcih depends on conditions and vampiric traits to survive, It’s mechanic deathshroud supplements an already large healthpool. There have been many remarks about Necro being a selfish class not being able to bring any group support but I find it mostly based upon older builds which were forced into lines to do maximum dmg which did not allow for support. Since the june 23rd pach necro has improved upon it’s reptation and found new purpose in builds.
Notable improvements:
- Party members no longer bleed out when downed as long as the necro is up and fighting
- Uses for necro are DPS, Boon stripping and/or corrupting and weakness distribution
- Party Buff: vampiric aura (small heals on each hit…), wwhile not enough to heal people it will offset a small condition presence and keep party members above 90%
- necro can roll support using wells (for protection) or Transfusion unfortunately these are mutually exclusive.
- The main DPS weapon of necro only hits 2 targets but very fast, the weapon of reaper will hit 3 targets but slowly deminishing the value of the vampiric trait (though)
- Necro is a moderately powerfull condition provider, tough it can spread conditions and corrupt, While terrormancer has been a meta condition build for quite some time it is no longer most powerfull, since the june 23rd changes necro is midrange regarding DOT outclassed by ranger, engineer, mesmer, warrior, and guardian with ease…
- Chill (slowin of movement and recharge) will be used by reaper to great effect
Mesmer
The class mechanic revolves around clones (identical copies) and phantasm (ghostly copies of the player) which can be shattered (or not) for a varietyof effects, including dmg, invulnerability, confusion and more…..
DPS Mesmer is not overly powerfull but will be comparable to necro
- Mesmer has had a niche role in dungeons bringing interesting mechanics, these mechanics revolve around support and dps and allow for many intersting solutions to the game. These are portal jumping, invisibility, AOE quickness and other bubbles, boon stripping, pulls, reflects and much more.
- Mesmers are interuptmasters and can get good boons on interupt and cause a variety of effects…. For interupt builds a LOW PING is required!!! Intimite knowledge of telegraphs will be usefull as well
- Utility wise it will outperform necro in most roles except boon stripping where necro will be more powerfull…
- The combination of certain aspects of mesmer with conditions have created many builds which have proved to be so strong nerfs have been implemented (Prismatic Understanding condition builds for example)
- Although condition mesmer migh not bee the strongest mesmer build I tends to be very powerfull vs other PLAYERS due to high confusion uptimes and a wide variety of easily applied boons
- Chronomancer seems very promising, I have no real experience playing it though….
Afterthougths:
- Both classes will have acces to wells in HoT,
- Both have spawns (minions whcih remain fuctonal until killed for necro, clones and phantasms for mesmer).
- Both have acces to signets, where necro has a passive 180 power, mesmer has a 180 condition dmg and 20% condition duration… Mesmer can have the highest potential condition dmg and duration buff, it’s confusion can be stacked with 50% duration…
- Both classes have interesting mechanics
- Mesmer is used often to help people in jumping puzzles and was used extensively for map breaking…
- Necro is easier to useas a support build, though both have support posibiities and I find both not very suited to do so..
I like both and have 3 necro’s (hybrid, condi, support) and 2 mesmers (condi/hybrid and Power)
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Well similarities and differences
Similar:
- They arer both heavy classes
- Both are in dungeon meta and are generally liked in all fields of playing.
- Both can be played supportive, condition based or plain DPS, though they have different fields of excellence
*Both are mostly used in MELEE, guardian has relatively weak ranged options…
Differences:
- Warrior is mostly used as melee brawler/DPS , Guardian is mostly used as frontline support character/ DPS
- Warrior is a boost for DPS both in boons as in support , guardian is an expert in mitigation and healing.
- Warrior has a big healthpool (19k), Guardian has a small (12k) (there is also medium)
- warrior is master of melee dual wielding being able to dual wield Axes, Maces and swords, but you can still use hammer or GS if it’s not to your liking.
- Warrior can be used as heavy CC-er (Mace/(mace/shield) & hammer) and rampage as an elite, with some control utilities. Guardian he’s way less options in this field.
- Warrior is very easy to start with, Guardian is more difficult
- Guardians are very potent at healing, cleansing and buffing and have several builds whci use this potential to great use, as such it’s very liked in WvW.
- In the end Guardian will have a way higher skill cap with regards to group survival and difficulty and your knowledge of mechanics and telegraps will be vital…
- Warriors are DPS masters, and Guardians can do more DPS then warriors if needed but guardians will be more squishy to play.
If a warrior dies the group loses some stat buffs, and does a bit less damage, if a guardian dies, the group loses aoe regen, heals, reflects, quickness, stability and a lot of other boons…
A warrior dying often doesn’t matter too much, a guardian dying could wipe groups.
It’s your choice. Both have very interesting aspects.
-Note-
- Warrior can be a support character as well but will be more offense orientated,
- And as said guardian can be very effective on the offensive as well but will be dependent on good knowledge of the class
- Both can be played as condition classes, guardian does have a reliance on burning as ONLY condition making it’s conditions easy to cleanse and the small healthpool makes sustained condition application wel… tedious. Warrior has a nice set for conditions (Sword/? (sword/warhorn) and Longbow)
- The elite spcialisation of Warrior will be a buff to it’s condition potential. The elite of guardian I haven’t really focussed on tbh.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I’m still wondering if the boss could be done with sinister only… and a healer perhaps.
Been There, Done That & Will do it again…except maybe world completion.
the copper salvage item isn’t p2w, it’s just a QoL improvement. the normal salvage kits provide exactly the same chances. the normal kit costs 3.52 copper per use, the copper fed 3 copper per use.
With .5 copper difference you’ll need 2.5 million salvages before you copper fed starts earning money… yes.. if you salvaged 2500 items a day you would need close to 3 years before you make any profit from the copper fed. I have one on all my characters, I need to salvage 2500 items a day for 54 years… so I doubt it’s a pay 2 win situation, and even if it saves you money you’ll lose 12,5 silver less each day if you actually salvage 2500 items a day…
I max out at ~500 salvages in general days lengthening my pay of time by a factor 5 so I’ll warn you in 270 years when I’m losing less money
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Clerics gives:
healing, power, toughness
and you’ll never know what HoT brings
Been There, Done That & Will do it again…except maybe world completion.
Guild Mission/Favor problem for 1-2 p guilds
in Guild Wars 2: Heart of Thorns
Posted by: PaxTheGreatOne.9472
I have had a guild for almost 2.5 years, It is IV,IV,IV,V in unlocks and I used it for a lot of things… I have had a friend joinit 2 years and 3 months ago, she stopped playing 6 months ago, I asked some friends with guild banks to assist in unlocking a guild hall and I’ll try to get some additional unlocks… I’ll assist them as well…
I’ll probably be hampered somewhat in unlocking my guild but I do not care…. too much…
Been There, Done That & Will do it again…except maybe world completion.
I normally run to temples if I see ’m active, sometimes ignoring balthazar if nott enough people show up. Lyssa can take quite a while and frustrates players, so if I want to do it is mostly dependent on players or health percentage when I arrive..Also the dragons I find worth doing except the Claw of Jormag.
I also like Karka Queen and occasionally the 2 bosses in mount Mealstrom….
So worth doing:
Temples of Melandru, Grenth, Dwayna
Krakaltorrik, Tequatl, Vine Wrath, Karka Queen
Occasionally
Lyssa and Balthazar, Destroyer, Golem MK II
Because of daily:
Fire Ele, frozen maw, Jungle Wurm, Shadow Behemoth
I tend to ignore Triple trouble and Claw of Jormag ….
Been There, Done That & Will do it again…except maybe world completion.
luckily you missed my post, it’s just the 3rd above yours… You can see why nay sayers exist
And it’s not all selfishness, The engine would not cope with the added load… We’ll have a “we removed mounts and minatures due to rising population” and you would be floating around tyria then…. We should prevent this and keep tyria beautiful and make sure the infantile selfish people wanting their rocking ponies are kept at bay….
Have a nice day.
Been There, Done That & Will do it again…except maybe world completion.
CIVILISED CREATURES still do not ride Animals.
Mordrem are hardly civilised… IMHO. If you could see any of the Divinity’s reach (1.0 or 2.0) riding animals…
Well that wold be different.
Golems on the other hand… Or Charr Charriots and Combat-Cans. well who knows but please wait a dozen years, or more. I do not need mounts at this time…
Like really? Around here the Amish have mounts. I really don’t see a reason why we shouldn’t have mounts in game when in centra PA the Amish get to have then.
Ok Amish are part now of guild wars lore? Okay…
Please keep your out-of-context remarks to yourself.
The last ever to ride horses in this game’s lore were necrid horsemen…..And they were part of the undead in Gw1… Maybe Zhaithan had a small army of horses available… But I doubt so… I’ve travelled all known lands and saw no traces except on some ancient weapons and logo’s
I’m against mounts but a few basic guidelines
So remember Mounts cannot provide things other then aesthetics:
- no ingame buffs (balance)
- no combat possibilities (balance)
- no movement other then normal character movement (no flying, teleporting)
- no animals (lore. the end)
If any item containing any of the formentioned possibilities were to be put in the gems shop it would cause riots….
But I’ll be lenient : you could get a pogo stick (as long as the hops do not allow for extraordinairy movement)…
Enjoy.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I don’t understand why peple DON’T want mounts. I get it that they’re not really required with the WP system, but not wanting them?
I would love to be able to just ride my mount and travel around the various beautiful maps of the world. But walking is way to slow to do it that way, and I don’t enjoy WP everywhere because I don’t even get to apreciate them fully.
4 reasons
- Lore of Guild Wars
For purists: most mounts clash HARD with Guild Wars Lore.
All characters in the Gw2 universe riding -animals- are evil…. so since we do not have any possibility to play evil characters in gw2 well, you do not get mounts…. Though I could see theoretical space for gliders (hey remarkable?) or Charr vehicles (in new wvw border) or Asuran Golems…. (see wvw as well) although all these examples are transforms rather then mounts.
The only 2 mounts I remember are the Junundu transform and the Siege devourer…. - Identity of Guild Wars
Mounts are mostly if not solely requested in posts like: I played -fill in blank here- and they had mounts, I like it and I want to make gw2 like -fill in same blank here- cause it was so epic Most mount posts have been put together in 1 big mount thread….. please read this small thread (only 1425+ posts at this time)to get some added feedback…
https://forum-en.gw2archive.eu/forum/game/gw2/Mounts-merged/
1 interesting thing in this thread: for every well I’d like that there’s at least 10 OH NO, Not agains…. - Performance of Guild Wars
Most people know more user related graphics will lower FPS… A lot, mostly due to the quality/capaity of the engine… When we fill up a map in PvE/WvW miniatures need to be hidden due to performance… Now think what wil happen if we give all these people mounts???? - Reasons for Implementation and balance of Guild Wars
Why should there be mounts, the waypoint system removes the need for mounts, and when waypoints are unavailable it usually has to do with game mechanics. (e.g. Silverwastes, Dungeons, WvW)
Many suggestions regarding mounts will unbalance the game: most mounts are requested with speedbuff, combat mechanics, to be collectibles and so on…. These are all not needed nor wanted in the gw2 universe, the 3 mounts available (yes I call ’m mounts) are ingame toys : the fling carpet, the Flying broom and the Tunneler are very close to mounts without any interesting buffs….it will be the closest this game will likely come to mounts, excluding combat golems, siege devourers and other transforms…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
POINT 1: GEAR & Availability
You get exotic from all content (used to be max stats) and ascended from high level fractals and if you’re lucky from WvW, 2 World bosses drop their own personal ascended’s.
Ascended was introduced cause people from other MMO’s coldn’t come to grips with the simple fact you could get max tier gear for 23-30 dungeonruns or 40-60 gold.
TO help those people understand we now pay 350-500 gold for an armor and 50-60 for each weapon. which is just a small price to pay for making people feel at home.
Ascended was tmegated to keep the people busy. so it’s Time Gated.
For Legendaries If you want to outfit your main in legendaries you’ll pay 10000-25000+ gold and you’ll benefit only cause you can switch stats. Legendaries will ALWAYS be EQUAL to the highest tier gear. Legendary armor is said to be as expensive as a Legendary.
So when looking at it: Legendary isn’t a tier, it’s a Quality of Life item with a prestige skin. Ascended tier = Legendary tier in values, the only benefit from Legendaries is you can swap stats (e.g. from berserker to sinister by just being out of combat, For ascneded you pay 5 ecto, 10 heropoints and you’ll need an -exotic- inscription of the new stats…
POINT 2: Mounts
-NO-, Non, Nee, Nein, Njet….. and so on.
Just deal with the fact: Most guild wars races despise riding animals which is considered uncivilized and barbaric, Animals are used for hauling freight though. The only characters using mounts in GuildWars Lore are -evil-.
Point 3: Gear checks and DPS meters
3rd party tools interfering with ingame memory make your account eligeable for PERMABAN, DPS meters are useless and will enforce elitism on wrong grounds
Most people really really do not like this suggestion. This community had an honest LFG system where in 95-98% of the times people fully respected the LFG requests
You can ask for a Ping , and consequently kick if people do not reply please do notify people you’ll want a PING or GEAR CHECK. It also shows mistrust and many eperienced players will nott join these groups on purpose due to elitist tendencies and a resonable chance for toxic runs where everybody is shouting at everybody. IMHO most Zerk (Meta) groups already ae infested with wannabees and I prefer l80 EXP as such for realxed runs without people flipping about everything
Suggestions/translations for LFG:
- L(vl)80 Level requirement
- 1strun person requesting a run has no prior expereince with the path, expect you’ll be waiting for movies and the person could have below par gear….
- Open No other requirements
- EXP Experienced with the dungeon path, generally means you know it by heart, kicks happen if you make noob mistakes, doesn’t refer to your character or PvP)
- ZERK Zerker (DPS builds)
- META Optimal builds (often people use Metabattle, but it isn’t holy, most true speedrunners frown at Metabattle)
- KILL ALL We will kill any and all mobs encountered, we will wipe the dungeon.
- FASTRUN Skip everything not needed….
- SPEEDRUN You know this content and we try to make a (near) record run, if you make mistakes we’ll not kick you, we’ll just leave and put you on our ban list. You will know the dungeon,raid, your character, all encounters and the respective builds and weapon needed, we will make sure to stay above 90% health at all times, If you make any mistake it’s over. No 2nd chances. Generally accepts ANY class. Cause you know how to use it to maximum effect. Switching gear/weapons and traits happens while running. No delays, no biobreaks, no movies (unless needed)…….
- PING or GEAR CHECK Ping Gear or Kick
- xxK AP minimum Achievement point requirement, pretty much useless…
- AC,CM,TA,SE,CoF,CoE,HotW,Arah Dungeon references if you do not understand these do not enter EXP or META groups
- Story Story mode dungeon
- P1,2,3,4(up/fw/Aether) Explorable paths 1,2,3,4 (up/fw/aetherblade path for TA)
- Full Run: All Explorable Paths of the dungeon
- Dungeon Run: Night run: AC Full, COF 1,2,TA Fw/up,CoE Full, SE 1,3
- Sell(ing) xGold People are selling the path,for the amount listed, either pay or be kicked, stealing the instance will get you banned if the seller has proof, if he has a recording you lose your account by interfering. the seller will not be compensated.
- SW ??% Silverwaste Evennt map at **% completion
- CF Silverwastes Chest Farm
Which covers most…. including your gear check…
4 The Return of The Holy Trinity?
We’ll get “real” healers which completes our 4 possiblities:
- DPS,DOT,Buffing:
- DAMAGE/SEC (Burst dmg),
- DAMAGE over TIME (conditions, armor ignoring) and
- Buffs:(Fury, Might, Banners, Vulnerability, Empower allies (includes any stat buffs)) - CC Control:
- Blinds, weakness, slow, stuns, dazes, fear, interupts, knockback,knockdown
- Walls
- Projectile blocks, block, reflects, mirror…. - HEAL & Support
- Healing, Regen, Lifesiphons
- Protection, Aegis, Quickness, Alacrity, Swiftness, Stability - Cleansing
- All condition removals
The obviously missing TANK doesn’t seem to exist, the highest armor ingame is around 3700-3800 armor but aggro mechanics do not allow pure tanks….. at least not at this moment. Taunt as control mechanic is only limited available… then again though the tank is impossible, tanky is possible, but with ACTIVE defence (dodging,blind, controls) tanky is useless in most if not all content and should be replaced by a lightly armored usefull build so DPS loss is minimal.
The trinity will not work due to the tank not functioning as it should in most MMO’s an the fact healing has no specific target… nor does buffing.
You’ll survive 99% of the content without heals or tanky stats anyways…. just using active defence… also you can spec defensively if you want, but you’ll lose a lot of damage:
Just make a character and make 3 armor sets,
- Zerk, DPS
- Celestial, Balanced
- Nomads, Defensive….(or clerics or soldiers)
And find out for yourself.
/ a bit more then 2 cents
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Well everything, but engineer…
I also like the berserker, the reaper, the chronomancer and the druid (though the druid needs some big improvements), I leveled an engineer for scrapper though
I didn’t try the herald, tempest, dragonhunter or the thief elite spec.
Been There, Done That & Will do it again…except maybe world completion.
maybe sinister isn’t berserker but it is still glass, zealot is glass as well (IMHO)
I expect
- sinister
- berserker
- zealot
to be the " holy trinity" :P
Been There, Done That & Will do it again…except maybe world completion.
regeneration doens’t stack… so If people with low or no healin power apply it it tends to make regeneration from other sources less interesting.
And with raids the numbers stay the same even though the party has 10 ppl most buffs only apply only for 5 people, so 2 people need to spec in buffs… where you’d normally expect 1.
Been There, Done That & Will do it again…except maybe world completion.
1st: Generally spoken in this game healing power is really really underwhelming.
Mostly because there seemingly is a need for people to still have an effective healing solution even if they do NOT run healing power…
But when playing I notice this is mostly not true:
Experienced players do not use heals often or ever, most of the time healings are used to trigger (rune) bonusses while players stay above 90% health. Also making the forementioned point of scaling useless or without meaning, and ONLY applicable to new/green/unexperienced or otherwise not capable players.
Consequently I think it wold be wiuse to rescale healings, and make the base healing enough to support starters until a certain level then make the scaling part take over…
The fixed healing could be a truly fixed number so peole only playing with 1 or 2 stats can stuill survive, but at level 55+ (triple stats) healing scaling should take over from healing base and healing should be a thing you need to trait and/or spec for to retain it’s value. It would also raise combat difficulty, and make combat awareness more important….
e.g. This causes extremes like signet of resolve (one of the most powerfull healing skills available) having 8150 healing base and a modifier of 1.25… (also one of the most powerfull healing modifiers) This means a guardian running signet of resolve speccing fully in healing with sigil of life, signet of mercy and all other things imaginable could have a maximum healing of 2200… making this skill heal for 10800 points at complete cap…. in this eaxmple the base STILL is 3/4th of all healing so a person ignoring healing completely will get 8150 healing… there are other heals healingh for less, but why healing cannot raise heals to 2 or 3 times their value is simple. there were no healers in Gw2… and no tanks.
In effect ANYONE can be tank(y) though aggro mechanics makes doing so useless
In effect NO-ONE can be healer though you can limit your build by being healer.
This also shows why people are not encouraged to take healing.
ANY other stat will give you more to work with in comparation to healing, even vitality….
e.g. When speccing 1800 points in vitality you’ll gain 18k HP…. which is in effect the same as 8 of the forementioned healings, which will replenish as soon as you are out of a fight.
Or you could add 1800 toughness and get 1800 added armor. It will benefit you a lot…
You could go power full stat and take ferocity as minor in exchange doing 40-60% more dmg. each hit….
All instead of having Max healing…
This shows why healing is underwhelming.
I made suggestions about healing and healing scaling before.
- Making all healing skills and all other things doing actual healing (lifesteals/siphons/vamprirics/regenerations) scale whith healing. Only 1 of the vampiric traits ever scaled with healing with a 0.004 modifier (also being the lowest modifier ingame:each 250 points in healing raises healing by 1 point…) Do you really think these numbers warrant speccing in healing??? No vampire would remain alive in the Gw2 universe… I’m sure.
- Make all things causing any heals trigger rune, traits and abilities as if HEALING would be a QoL boost for healers.
- Make boon duration scalable with healing (seems very simple (2% for every 100 healing?))
- Make the Base healing 66-75% of what it is now and multiply ALL healing scaling 2-3 times MINIMUM, some things could use way more love (see vampiric traits/ skills if all vampirics (vampiric aura life siphons and transfusion would be buffed vampire necro’s would become a new build type I’m sure.). Remember vampirics ignore invulnerability and armor.
As it is now:
The introduction of DRUID could mean healing would become a thing. BUT most experiened players have group builds so they -NEVER- drop below 90% health, as this is really bad for DPS. If you never drop below 90% health you do not need healing, only some regen uptime.
5 remarks:
- Vampiric/lifesiphon/lifesteals/transfusion are all heals. at least at one side. making them scale on the dmage side by using a halved power factor and a halved healing factor and having the heal part scale with healing would really make necro and insteresting (self)healer. Especially with the vampiric aura.
- Healing also scales up water blasts and regen. those have low modifiers as well.
- Passive healing could be reworked. soothing mist, virtue of resolves, signet of the wild and other skills/ traits giving regeneration like buffs should be scaling with healing
- Boon duration could scale with healing about 2% for every 100 healing would be a nice start.
- Healing alone doesn’t build a trinity. I’ve been talking with many people about this…
IMHO This game has a 4 point setup for builds:
You’ll choose focus points for your build(s)
- being DPS (power(precision/ferocity), Main damage, scales good
- being DOT, (condition dmg/condition duration)Main damage scales good
- being Control (none), (condition duration) based upon daze/stun/blind/weakness/fear/knockdowns/pushes/pulls and so on it has not functioned well most being mitigated to give a makeshift form of balance which seems bad… Now we get a breakbar…. it might be fixed…
- being Heal and Booning (healing, boon duration ), healing scales horrific since launch, booning has not been balanced since june 23, where it was nerfed -badly-.
When looking to the above we notice DPS or DOT is needed to kill, or both, the CC will not work in all cases and healers lose options to do dmg or make builds. Those 4 things can all work as solo or pairs…
This leaves -tanky- which can be added to ALL, easier in solo role builds, more difficult in dual role builds. But as tanky had no influence on others only on yourself…. it isn’t actually a role.
I think this would solve most problems regarding healing in PvE, WvW, Raids, Dungeons.
I do think there is an actual chance you could destroy PvP balance with pure healers, and vampire builds….
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Hmm I have 18 characters,15 with all hero points…
I can have 1 or 2 of ANY class… or specialisation. Now it’s just about figuring out what will be better, and what not.
My DPS warrior will be warrior, My hybrid warrior will definately go berserker, with sinister gear… The things are not mandatory…
Been There, Done That & Will do it again…except maybe world completion.
I do not care about the exterior if the encounter: my first games had character graphics anyways and the mechanics are fairly new to me, remember this is the easiest one… Maybe you are a raid veteran, I’m a first timer…. Even though I played computer games since the early 80’s
For me it’s about beating the game…
I just did the raid 3 times, on EU, with randoms, once getting to the split and failing(1st), once getting to the spilt and succeeding only to be killed by running out of time(3rd)… Once having a party break up due people not wanting to read and communicate(2nd)
I’m aware most people were in exotics, had no clue’s abut what was going to happen except a basic told introduction to mechanics and 2 or 3 saw the video’s on youtube… player-skill and proficiency were different, some showed balls against the wall only dps zerk mentality, some were trying to learn, some were very inexperienced/green standing way back ranging from afar. This caused little or no coherency. And thus low dps, low acces to boon strips (if any) and low acces to CC…, and this caused severe problems in one form or another…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
deleteda a char and just before confirming I rememered I has a copper fed on the char I forgot, so I removed It and deleted it…
a few months later I noticed a set of perma tools was gone… guess it was one of those monents… I deleted the character before they were account bound… only weeks later they were made account bound… 2400 gems flushed.
Been There, Done That & Will do it again…except maybe world completion.
it stays for your beta toons. not for your normal s
Been There, Done That & Will do it again…except maybe world completion.
Mitch, did you finish it?
If so ok… we shjould make it more difficult…
If not it still is well… difficult content you couldn’t faceroll now or could you?
Been There, Done That & Will do it again…except maybe world completion.
In Dungeons generally
Zerk is Meta…
Healers are well…, not needed
Conditions are mostly useless.
Support is very welcome
CC is mostly harmless, but occasionally very usefullAren’t condition guardians, engineers, and rangers all the meta builds for them?
That’s PvP, not PvE.
For “oldschool” content, berserker stats are still going to be the clear go-to stat set.
For HoT content, that remains to be seen.
I’ve ran burning guard, berserker, burning ranger through dungeons
(20+ stacks of burning on guard or (10k-12k dmg)
12-14 stacks of burning on berserker and 20+ stacks of bleeds or (5.5-6.5 and 4.5k)
10-14 stacks on ranger, but ranger can stack 12-15 poison and 15+ bleeds as well, not yet including pet dmg (4k-6k fire, 3.2- 4k poison and 3.5-5.5k bleeds) per tick in spikes
Problem tends to be
I get kicked from berserker parties as I run condi weapons and sinister gear/ weaps /trinkets
also staying alive on burning guard tends to be a bigger problem then any other dps build… you’ll be runnig some skills for utility only for firefields….
Been There, Done That & Will do it again…except maybe world completion.
I’d say you are mentioning warrior (easy for starters, tanky, dual wielding, facemashing, melee, adrenaline….)
easy proffessions would be ranger, warrior and necromancer all 3 are very powerful with relaticvely easy mechanics
dual wielding classes (by weapon):
- dual sword: warrior, mesmer, revenant
- dual axe: warrior, ranger
- dual mace: warrior
- dual dagger: ele, thief, necro
- dual pistol: thief, engineer
Been There, Done That & Will do it again…except maybe world completion.
As information now gathered says there will be a boss immune to DPS in the raid.
So DOT will be neccesary. A-Net wants healers as well.. dunno if they are essential…
All other thiungs will arise when bbuilds and group builds are getting a more physical form. in the end some Zerk might stay alive, but any toughness will aid healers greatly. any points not having to be replaced gives healers less stain to keep players up longer/ forever.
In PvE generally
Zerk is king… well most of the time,
Healers are well, not needed,
Support is well, optional
Conditions are optional, and very underpowered until lvl 35+
CC is mostly useless
In PvE @ world bosses
Zerk is king… if you know how to stay alive
Healers are well, sometimes usefull
Support is very welcome
Conditions are optional
CC is mostly useless
In Dungeons generally
Zerk is Meta…
Healers are well…, not needed
Conditions are mostly useless.
Support is very welcome
CC is mostly harmless, but occasionally very usefull
In Fractals generally: —-> see dungeons
In WvW generally
Zerk is laughable unless you are ranged DPS (ranger/ele/necro)
Healers are well, everywhere
Conditions are very nice while roaming
Support is mandatory
CC is everywhere.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Yes condition dmg will cap out at 1500 stacks nowadays, which is way better then it was a year ago. And though I do agree it isn’t DPS in burst, the continious damage can be very nice, also the enemy is kept in combat for as long as condition tick (necro’s still have a bleed of 30+ secs base (Blood is power)) Also conditions will function with tanky enemies , and do so often better then zerk.
Conditions do have 1 major probelm : the horror of objects…
I also have a thing I forgot…:
- VAMPIRIC TRAITS (AND LIFE SIPHON/TRANSFUSION) SHOULD SCALE WITH HEALING in a fashion -better then 0.004 (at least for the old vampiric traits it was 0.004…
Yes: every 250 healing gives 1 pt added life siphon with the vampiric trait IF IT’S STILL APPLICABLE, which is -non verified-
This would mean a fully cleric invested necro with 1500 power life siphons which are 6 points higher then the actual 39….. yes… 6 points. per hit. Who’s afraid of the vampire now?
Now with vampiric aura this trait could actually help necro to help support.
Monk, benevolence, traited, and rice balls. which would raise it to a max of 1.1*.1.125*1.1*1.2= 63.35% added healing on allies, whcih is nice
e.g. 300 on self would become 500 on allies. And it would only work on the celestial form #6 in which case it would give ~10k heal, with a 2k bonus. Same for most other big burst heals as far as they havn’t been nerfed. Water fields & blast will never go above 4k heals
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
depending on the class you can go up to 2250 healing… give or take 30-40 points
The fact it scales bad already ha drawn a lot of attention.
All attention from posters then was healing is bad, leave it people need to wear zerk. Ik had some nice iscussions about why healing should and could be better.
these discussions mostly revolve around
- To high base heals
- Useless healing scaling
- boon duration nerfed away with june 23rd patch
- a lot of healing nerfed away with june 23rd patch
Possible solutions
- 1st: boon duration could be made dependent on healing as a stat make every 100 healing give 2% boon duration and be done with a part.
- 2nd: healing base could be nerfed by as much as 33-50% BUT only if:
heal scaling would be buffed A LOT 200-350% (MINIMUM !)
And then STILL healing would be below par…
Been There, Done That & Will do it again…except maybe world completion.
Druid as a healer heals a lot but the scaling with healing power is sad beyond words, AND it cannot bring any dmg. No damage = no tags, no tags =no drops. Why would I play for nothing….
- IF druid brings healing gear it doesn’t work… Scaling is bad. In the end the healing is not OP… It’s mediocre, Except in celestial form where you are very focussed at healing but you will not get any DMG on target??? Oh and healing still scales like it has no reason to be focused on or be used… HEALING = USELESS stat on healer? REALLY? WTF? But this problem persists throughout the WHOLE game, Healing is the most unwanted and uncared for stat in this game, sccaling is bad in 85-95% of all cases and with the reduction of boon duration these 2 could have been coupled to improve them which wasn’t considered and creates problems still for boothe booners and healers both filling the same support roles.
- IF druid brings DPS gear it doesn’t wok as you have no real DPS skills outside spamming 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 with an occasional 2 and
- the removal of any ranged spawns in this BWE destroys the need for skill 5, also receiving healing is nice but actual reflection would be nice even i it was ony 50% of the original dmg…
- the gyphs are mostly useless, just taking all shouts improves healing by providing perma regen, to all within range but also requiring the druid to be in melee or otherwise in range of others
- the elite form allows for “great support” BUT IF YOU CANNOT TAG ANYTHING, why bother to take druid? If I bring a zeealot/cleric staff ele I have about the same options in healing (soothing mist for AOE field, staff 1 for small area healing, 3 for burst heal(with or without blast, 5 with multi blasts for group recover…) And I get DPS and boons and conditions when needed While I can still tag due to ALL skills DOING DAMAGE! which mean I’ll get drops.
- Self heals are limited unless you take your staff into melee… This also shows a problem Ranged dmg is moderate, and melee dmg is low/moderate.. Leaving me with a question If I need to bring an AXE/warhorn for mid range or LB for ranger of Sword/WH or GS for melee.
This also raises a question What is the druid:
I will refer to a book I loved and it had a nice discription for somthing,the description read: HARMLESS. Whcih would be fitting for Druid, except for the player themselves, DO we need to give up getting income and drops to be allowed to heal?
Even if you’d improved some dmg druid wouldn’t get above MOSTLY HARMLESS status anyways…
I know I’ll take a Hyperspace Bypass to another character as soon as the demolition of ranger has been done. -wink to: the Hitchiker’s Guide to the Galaxy – by Dougles Adams-
What could be done?
- If you want a healer make sure healing works, AND it gets a decent reward…. having heals without aggro can be nice…. but I DO need tags, and damage… damage is a problm as precision and ferocity are the 1st 2 stats to be dropped from a healing build.
I personally loathe the wet noodling through content and the foresight of having 6 skills doing 0 dmg I really really do not like. - Improve healing throug healing stats : A LOT Also minor healing stats are used in a wide range of builds and major healing clerics in only a small range of builds
- Improve Elite Form to do dmg, at this moment I’d take any class in healer form above druid SO I CAN GET DROPS. having a “powerfull avatar form” which doesn’t help anybody cause I cannot assist in killing stuff really seems -useless- for the party and for myself
- Either improve staff range to 1500 as well with the staff or leave it and increase fields to make sure I can heal from just outside Melee and have some actual benefits of the healing for myself…. Why 1500 range? cause I do not mind giving up my longbow for a zap beam but it is annoying to not be able to fire from the same range and needing to run into 1200 ranged from 1500 to be able to swap to staff and do anything…..
And last but not least - Improve HEALING as an attribute; Add boon duration so dedicated healers can get boon duration from speccing fully into heals (15% for celestial(~750 healing), 20% minor stats(~950) 27,5% major stats (1381,) 40-45% for “all-in-I-do-not-care-about-something-else” healers (2000-2200(major stat, healing food, healing utility, healing runes, sigil of life)…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
With the removal of a lot of the enemies the map feels empty and boring…
Been There, Done That & Will do it again…except maybe world completion.
did you get in randulf?
Been There, Done That & Will do it again…except maybe world completion.
yes also in beta
Been There, Done That & Will do it again…except maybe world completion.
Going Zealot armor and weapons, and clerics jewels I’ll see what the backpack does thing I have a zerk one lying around, whcih is still infusable..
.
Been There, Done That & Will do it again…except maybe world completion.
Hey all,
Thanks for your constructive feedback on this subject. A few things I wanted to share:
- I know of at least one designer who was awake and reading your thoughts until 2:00 AM this morning. As promised, you are being heard…err… read.
- We need to do a moderator pass (not me, but a moderator or two) on this thread to take off a few of the nastier comments. There’s “salt” and there’s “really nasty” and I think all of us know the diff. We do not censor negative commentary. You’re welcome to say what you feel as long as it’s presented in a helpful and non-aggressive, non-insulting manner. But there seem to be a few comments that need to be removed, as they appear to cross the line. (Their removal will not change the content or the value of this thread in any way whatsoever.) Please know that the mods have been given strict instructions to only remove things that are truly a breach of the Forum CoC.
- One of our Forum Specialists, Wolfey, kindly put together a report last night, and we thank him for taking the time to do that. The devs are reading directly, but the report can help, too, so we’re glad to have that in hand.
You are welcome to continue to share your input and thank you for doing so in a helpful way.
I haven’t adressed any person on staff directly before but I really do want to do so now, I have only 1 question:
Will we get this issue adressed and “adjusted to usefull and/or balanced proportions” before BWE3 ?
I made an ascended zealot armor and put some cleric trinkets in my bank a couple of days ago with an (zealot) Ascneded staff and an ascneded LB.
I could use an idea of how powerfull druid will stay during heals and such… being able to stack a bit of might might offset the no dmg values on staff during a part of the time you’ll be playing. compared to zerk/cavalier or zerk /knights ranger with perma regen…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Healing is most effective when you are able to counter most of the DPS by using
- perma regen (ranger, warrior (traited banner of tactics is very nice for perma regen),
- perma weakness (Necro?) and
- reflects whenever possible (mesmer/guardian)
- projectile blocks when reflects are not possible (ranger, thief, necro, ele?)
And preferably have some mitigation through armor/or potions (-10% dmg will be very nice)
Also some passives:
- soothing mist
- virtue of resolve
- Inspiring banners
- And -any- other sources of regen or healing over time
- Vampiric aura is underestimated 35 for each hit will fo a long way when fighting a big health boss..
as a group will make up some decent healing.
Been There, Done That & Will do it again…except maybe world completion.
I can understand a nerf by A-Nerf,
But not in the way you seemingly flipped out, and thus went: "OMG this is too much let’s destroy it! Completely!! Wait let’s break it as well… PANIC! PANIC! PANIC!
Fix it until it’s usable again. I do not need perma quickness or perma any boon, but make it so we can stack double the boons. just copy boons but not trigger the autocopy to pet or something.
I’be been trying the CotW, RaO, QZ and we heal as one and we get
12 stacks of might on the pet and 6 on the ranger…
(ranger : CotW(3) → WHaO(3) )
(pet : CotW (3), copy (3) → WHaO 3, copy (3) )
Stability same pattern
8 stacks of stability on the pet 4 on the ranger
-All the – duration stacking- boons last twice as long on the pet as they do on the player.-
This means If we selfstack 12+ might we only gget3 back not a full copy… why not? See mesmer: signet of inspiration?
Maybe you could have just copied
50% of the stacks (for stacking boons ) or
50% of duration (for duration stacking boons)
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Just giving shortbow a -guaranteed- bleed on auto would fix it. giving a second on flanking might be op but, could be ok. One of those 2 could be changed for torment. It would automatically make shortbow viable, if not quite powerfull
Some confusion would be very nice. see above post.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
- Some map parts were added all lvl 80, Southsun Cove (Karka Isle), Silverwastes (Main farm), Dry Top (Enjoy the sands )
- Ascneded gear was created above exotic lvl also lvl 80
- Fractals was introduced and expanded upon lvl 80
- Living story s2 was introduced and is now purchasable if you have interest lvl 80
- Edge of the Mists was introduced will upscale you to lvl 80 for the duration of your stay
- Expansion was announced and will go live OCTOBRE 23rd
- Trait system was reworked Mopst of the people find it an improvement
- Graphics were improved, Load stayed mostly CPU
Been There, Done That & Will do it again…except maybe world completion.