In sPvP? there aren’t really “large” teamfights. The aoe is mostly wasted in this situation. Longbow’s best damage skill is slow and difficult-to-impossible to land on someone that is even half decent since its so freaking slow. The burst skill is strictly worse than almost every other burst skill in a 1on1 or small skirmish situation.
So basically no.
Most boss fights have some sort of gimmick/pattern you need to learn. Examples of Types include: needing to dodge a very meaty attack that will 1 shot you at a specific moment, massive amounts of predictable aoe, protect the “x” for “y” amount of time, use of some environmental weapon given to you, kill 2 bosses simultaneously, kill the continually spawning adds that buff a boss, etc etc (these are ones i just came up with off the top of my head, there’s plenty more)
That’s not to say there aren’t many straitforward bosses as well. They are usually just the sub-bosses that you encounter on the way; you can just strait up sit still and tank those.
Most dungeons are slowest the first time since you learn through trial and error. The speed depends on how familiar each person in the group is with the dungeon, and their levels/gear (this makes a HUGE difference in the massively scaled down instances like AC or CM) Some routes are notoriously longer than other routes in the same chain as well (for example SE route 2 is much longer than 1 and 3)
He’s difficult but not broken, did CoE teleporter path today also. the final encounter he bugged out from 75 to about 25% hp and just stood there not fighting back which was weird too (when he unbugged tho he went nuts and started spamming everything nonstop which killed a few of us).
Honestly, they threw us a bone in that encounter literally, by having those random bone whip things spawn. Just make sure to get them low and save them for rallys if you run out of endurance and get downed by an aoe.
I do feel like it still has too much HP though, that fight is very long and annoying.
Well isn’t the DR system in a way meant to stop people abusing partial runs?
Think about it, DR kicks in if you repeat the dungeon route multiple times in a short window. What screams repeating a dungeon route multiple times in a short window? That’s right, doing a partial clear.
So DR was meant to stop speed runs and indirectly also stops partial clears. This basically makes back-loading all the tokens redundant.
Some of the stunlocks in this game are pretty cheap i gotta admit. I don’t even think the AC graveling ones is bad at all. An example of a cheap one imo is like in HotW SM, theres that once boss that breathes ice, and drops a bunch of red circles + rocks. The rocks drop repeatedly in the circle in such a way that if the first one hits you, you are stuck eating dirt the whole time.
On a related note, auto-balance stance for warrior trait is bad, doesn’t activate very often/at all. Not sure what the internal CD on it is, but it seems to be alot worse than the auto-endure pain trait.
Cool have a cookie kid.
From the patch notes they made 2 nerfs to dungeons. 1 was to searing effigy, which depending on weither or not you have poison, can be easy or hard.
The other is CoE. Sounds like they nerfed the amount of trash in the dungeon. Theres quite a bit of trash in there that makes it needlessly long. This isn’t a difficulty thing but just something that makes it take extra time for no reason. SE route 2 could definitely use some of this tweaking as well, that branch takes 1.5 hours roughly even if you don’t wipe or anything due to the sheer amount of trash/patrols on the route.
Honestly, as someone who has 2 level 400 crafts, there’s really no point in crafting, its just a money sink that gives you some exp as a consolation prize.
Anything that you can craft yourself, can be bought on the TP. Does it cost less to make that exotic you want yourself than to buy it on TP? yes, but not by much. It costs way more to level to 400 than the extra you pay to just buy the gear. Worse off, you can get the gear free instead of you farm karma or run dungeons.
If your looking to make a legendary, you will need it, but getting 400 crafts is probably the easiest part of the legendarys to do anyways.
And when EP is on cd, you’re eating dirt with your build?
Most of the boss fights in this game are not DPS races, but endurance tests. Can you survive long enough between your primary heal cooldowns? If so, you can beat the boss no matter what, even if it takes awhile. I’ve been able to basically solo bosses because of this, or at least hold out indefinitely if my party has wipes and has to do a graveyard run. The extra heal is significant, if your running with alot of toughness, that heal becomes more and more worthwhile. Sure if your a squishy cloth mage your gonna get chunked in a few hits, and that 1.5k shout heal doesn’t feel like much, but if you have high toughness, and proactively dodge, the heals can be enough to pull you through between mending casts, at which point your unkillable.
Kinda strange, but GS is like the opposite of axe. Axe has the best auto-attack of all the warrior weapons, but the other abilities all do less damage, and are mainly used for their other effects (aoe, might, vulnerability)
Is the damage lower than autos? yes. Do I wish the damage was more? yes, everyone wants more damage. Is the skill useless? no.
1.) 360 aoe damage. Hits more targets, and hits targets that you normally can’t hit at the same time with autos
2.) insane adren gain (hit 2+ targets and your full)
3.) can be used while dodging (this is more relevant to pvp)
So just use it after using execute, gain full adren, then swap to your offset to dump tkittenars. Would i prefer it do more damage? yes. but its still a decent skill.
Guardians are better tanks, but you can still be a tank. You will have to kite occasionally though, get used to dodging skills as well. This isn’t your typically mmo, where you stand still press taunt, and sit back mashing aggro skills while someone else heals you. Dodging is the best form of mitigation in this game, and alot of mobs be it trash or bosses in the dungeons have wind-up power attacks that you can negate completely with a well timed dodge.
I run a tanky healing shouts build always for dungeons, its by far the most useful build imo. For great justice, shake it off, and fear me for cc (instead of on my mark). You can go banners also, but i don’t like how they are immobile; alot of fights you want to be moving/kiting, and your ranged will all be spread out as well.
Just shout in LA, sometimes it takes awhile to find a group. Be proactive and form the group instead of just saying LFG all the time.
Yea it happens, i’ve had it happen to me once in CM explorer (and i never went back to that blasted mansion again) Its pretty stupid, but rare.
They should add partial rewards back in.
The DR implementation and the moving of all tokens to the end of the run have somewhat overlapping effects. You gotta throw the guys who can’t complete the dungeon a bone, even if its only 5-10 tokens. Sometimes you run in a sub-optimal pug, that is slogging its way through only to run into something that they can’t beat, and has to call it quits. The current system just kind of discourages them from ever trying again.
For AC boss fight #2, Its actually alot easier to just pull the boss down the steps and to the left area where you enter from, the 2 adds will reset, but the boss will follow you, that way you don’t have to worry about dpsing them down first.
Did all 3 paths tonight, group as warrior, guardian, ele, mesmer and thief.
As for mounds, what i noticed is the hitbox of the mound changes position as it takes damage. You will notice that the location where its hit (ie where the floating numbers appears) pops up in slightly different positions as it gets lower in hp. That’s why you notice alot of people saying you should be moving while attacking the mounds (and that advice is spot on, it works).
As for route 3, its somewhat of a dps check. Killing the mounds fast is your best bet. I definitely would recommend bringing full level 80 group for that to make it easier. Its possible to kill them fast enough that you won’t have more than 1-2 up at a time. It is the hardest of the 3 paths for sure, but not too bad.
Dear god, do NOT do SE route 2, i just did it today, and it is STUPID long. You have to fight through more trash mobs than any other dungeon i’ve done so far, its so freaking tedious.
The final boss can be a bit tricky as well since you have to kill both golems nearly simultaneously, or they regen to full (at which point you scream at your monitor and punch your wall)
Its pretty random if you get the bug. I did AC explorer all 3 paths today with the same group, and they hadn’t run it before (we were all new to it). I got 60 on each path, as well as 1 other. The other 3 got like 45, 30, 15. I later ran CoE explorer path 2 afterwards, and got 60 as well, and another guy who had never done path 2 only got 15.
I guess i’m lucky? I have the non-stacking bug though, my old AC tokens don’t stack with my new ones which is mildly annoying.
The only one that stands out really, is mesmer, since they can be so ridiculously game changing. When you get into heavy stalemates, a large golem rush is the only realistic way to break down a fully upgraded keep, and that requires mesmers for portal to get them there faster, and for time warp which is just a plain OP as hell skill.
The rest of the classes are all useful, and viable, but not gamebreaking. Well thief with a shortbow can bypass terrain at certain area’s (like the west keep cliff) and ninja-kill any siege there, but thats about it.
In case you didn’t notice, this ain’t WoW. There’s no way to perma-sustain yourself due to the lack of continual healing. Yes the point is you should be strong enough to fight 1v2 reliably if your outnumbered 2 to 1 basically. Hell, with the amount of cc/conditions and kiting you can do in this game, even being statistcally stronger wouldn’t be that big of an advantage if your severely outnumbered.
The opposite would be the current crap we deal with now.
Night capping is one thing, but at least give the servers with low off-hour forces a fighting chance?
And by that i mean make the out-manned buff not completely useless. Seriously, if i want to make money or farm items, my playing a severely outmanned WvWvW game for the buff is about the last thing i’d do. It needs to 1.) trigger on more sensitive number differences, 2.) scale with how much you are outnumbered, and most importantly 3.) give BONUSES TO ACTUAL COMBAT, ie stats, damage, survival, hp, whatever.
Seriously, whoever green-lit the current version of out-manned buff is borderline kitten
(edited by Recently.1043)
Those weapons are fine. I’d also bring a backup 1hander + shield incase you run into a dungeon where you’re having survival issues.
I’d say the most common/useful build for dungeons is a healing shouts build. Alternatively some people like a banner based build. Basically you want to pack skills that offer support/buffs to your TEAM, and not just yourself (like a signet build would). I’d focus on survival first as you start out, because that’s the hardest thing; most dungeons are not DPS races, they are endurance matches.
I love shout healing, The best part of it is it has UNLIMITED targets. The boons from the shouts themselves, like many other AoE types of spells only targets up to 5 people, but EVERYONE in the radius gets the heal. Sure, the 1.5k heal might seem small if its just you going 1v1, but it gets exponentially better when your in a huge team fight, like in WvW.
You don’t have to necessarily gear +healing either, the base heal is decent enough. You don’t HAVE to spec into 3 shouts for pvp either (i run with just shake it off and fear me, freeing up a 3rd slot for something else, usually bolas/bulls/endurepain. Plus if your going for 6/6 soldiers, you’re probably packing at least 2 shouts, so you might as well have them heal also.
Mending is really the only option. Even if i was rolling with a warhorn with 6/6 soldier runes and a shout build, i’d still bring mending. You honestly can never have too much condition removal in pvp. It can almost completely nullify some class/builds damage, and helps you maintain Time on Target so that you don’t get kited badly.
Healing signet is pretty bad once you get higher levels (ie 60+) because it scales so terribly. Its ok in the early levels, where it basically regens almost all the damage you take, but that doesn’t work later on. It also teaches bad habits (ie, getting used to using less buttons, watching less timers – a trait shared by every signet/signet based build)
Wow thats crazy, and you’re a guardian too, so its not like your some clothy glass cannon.
I only get hit for 4-5k when stationary as a warrior, so i have no idea how you got hit for 17k. Even max vulnerability wouldn’t add that much.
Healing signet scales terribly, so eventually you can’t just auto-regen all the damage you take. You will probably want to switch to mending by level 60-ish. Warrior is pretty easy to level though i’ll admit, the only rough patch for me was the first few levels when i was learning the game.
Banners are kinda bad for WvW. You want/need to remain mobile at all times, and banners are well…….. the least mobile form of support. If you want to go support-ish definitely pick up the shouts build. While shouts only give the boons to 5 targets, the heals are unlimited, so you can everyone around you with heals which is nice.
You basically go 1 of 2 ways; something glass-cannon like, which is the GS, frenzy + bull charge + 100b (which i don’t like cause its gimmicky, and anyone half decent will easily avoid), or something tanky-supportish (which is what i do). Having a lot of survival lets you dive into back lines to chase down kills, and run out before dying. Its also great for getting of fear-bombs; feared targets always seem to run forwards, so you ideally want to run behind them, then fear them so that they run into your teammates; having survival helps with this.
uh, what? Are you saying guardians are OP in WvW? cause i think its the exact opposite. They pretty much have to go into a support spec to not be completely worthless.
If your going some GS-glass cannon build, and mess up and blow your stuff on aegis/get blocked, then yea i guess you might struggle. I run pretty tanky for wvw though, so never struggle with guardians really.
I wish hammer was better, since that was what i, and basically every warrior used as well in gw1. The self roots make it way too clunky and unreliable. For how difficult the KD on #5 skill is to land with the windup, it should have a longer KD duration. The whole skillset needs some improvements in regards to animations/cast times. I’d love 2h axe also, but i’d rather they fix hammer first.
All you need is mobility really. Even a warrior can do this if they just slap on a GS, and use signet of rage if spotted.
I dunno why people even waste time with the puzzle, except the first time for achievement. The reward isn’t that much, ~5 badges isn’t hard to get, and the amount of time you waste there if you run into enemies is ridiculous. The blueprints are nice, but honestly blueprints aren’t even that expensive. Do a couple yak kills, take a supply camp or 2, and you just paid for a siege blueprint. Unless your hella lucky, and never run into enemies there, AND get alpha golems from the chest all day, its not worth it.
Ppl stop n think … Y do u guys keep blaming on hod night caping? Look at previous match.. When et vs SOS n IOj.. Et was full of oceanic crew.. But I’m not too sure abt sbi.. I knw they have oceanic crew too.. Et population is medium but they have high concentrated wvwvw players.. Ruin alone can fill up 2-3 maps.. With AA oceanic guild.. It’s 4 maps now.. So u should ask them y did they not log in to def ???
I hate to break it to you, but if ET really does have an oceanic/asian force, its TINY. I’ve been playing during during non-peak hours the past week (i’m from SBI), and basically by 11-midnight PST, ET is usually less than 1/4th, and by 1 AM they are completely gone. SBI usually fights on until about 2-3AM but by then since ET is gone, its like HoD vs SBI, and we are always outnumbered. By 3AM, SBI is mostly gone then too, and then HoD just rolls over the map playing PvDoor for a few hours until our koreans can log on.
Queue times also vary not just time of day but day of week. Like weekends, the queue is hella long, SBI included. It drops off a cliff on monday late night, and gets progressively worse as the week goes by.
I’m sure its the same for HoD (probably not insta-join like SBI or ET, but maybe only 15-30 min wait instead of multi-hour), and its definitely the same for ET. Once the scores are more or less “set in stone” by tuesday-ish, people don’t really care/try as much and take a break. The queues are quite a bit lower by wed/thu.
I played on HoD for a day, and during night cap time, and it is boring as hell, you can strip off all your gear and attack doors naked without worry of death. WvWvW is way more fun during NA prime-time, where the numbers are even.
Couple of solutions
1.) Restrict the number of people in a certain borderland to say….. no more than 10% more than the lowest represented server. But now you might say "well thats not fair, so-and-so server has almost no one on at night. And i’ll say 2 things: 1.) a reason they might not be on is because they know its hopeless, and they will walk into a fight being down 50+ people so they wont bother. If they know that the numbers will be even, they might be more encouraged to fight. 2.) server transfers are free. Anet should be looking to have most of the populations distributed evenly across servers.
If they don’t want to do that, they should instead 1.) make the outmanned buff kick in at a lower number. I’m not sure what it is currently, but anything over 10% more than your teams forces should give you a buff. This buff should SCALE with how much you are out numbered. 10% more than you? Small buff. 100% more than you? HUGE buff. And this buff shouldn’t be stupid magic find, karma gain crap, it should be STATS. If i have to face 2-3x my numbers, i should be able to go 1v2 and 1v3 EASILY. The buff should like double your hp, double your damage, reduce damage taken by a good amount if your facing HORRIBLE odds.
I had this problem also. Go check the chantry of secret’s in bloodtide coast – enter the instance. That fixed it for me (as well as others). Why? i do not know.
I had the same problem, finished 100% got nothing. I tried the chantry and it worked for me though. Its kinda of silly though i had this PoI already (i joined order of secret as well), so i don’t know why i had to re-enter.
Honestly this needs to be stickied or something so that people know they need to re-enter the chantry.
Dunno whats funnier, the oceanic hod guilds talking kitten when they roll over the map against empty towers and keeps, or the NA hod guilds that take credit for the work that happens when they are asleep.
Dang, just saw that vid with the bots, that looks terrible. I dunno how they will fix that though, because WvW is supposed to be a viable alternative to leveling your character.
I agree with the auto-loot. I like how they at least made the bags pop near you, but i’d rather it just went strait to inventory also. I’m iffy on the repair costs. You do make a decent amount of incidental money in wvw from all the events, but at the same time i usually spend that money directly into buying more siege, so in the long run my money stays even. I’d prefer to not have to repair of course, but it doesn’t bother me too much. (high cost of using WP’s in PvE area though is another story)
Outmanned buff needs to actually be useful. It should give you a ton of stats and extra damage/survival. Facing like 5x your numbers due to nightcapping is pointless; once people see it happening, they just log off and it snowballs even more out of control.
Lag, i dunno how to fix. I get massive lag problems as well when there are huge 3 way FFAs in places like garrison or SM castle. I wish you could turn off the falling snow, thats probably part of what makes it laggy. That and some spell effects stuff, i dunno.
In a 1v1, if you down your opponent, unless your terrible, you will always finish them regardless, doesn’t matter what class you are vs what class you are facing. Everyone that is down needs some help to stall to get back up.
Go roll your guardian since you think their aoe knockback/knockdown is so good. I have yet to see that save a guardian from getting getting finished in a 1v1 but hey, maybe you will be the first.
Hate to break it to you, but every other 5 signet warrior is gonna have 80-90% crit at level 20-30ish. As you level though, diminishing returns kick in, since that 200 free precision gets less and less valuable.
My advice is to break away from the 5 signet build when you hit 60+ so that you start getting rid of bad habits/learning new ones. Bad habits being, only using 1-5 skills and not using any utility or elites. Gotta get used to watching cooldowns/distances etc eventually.
The only weakness to vengeance is the delay until you can use it. But it makes sense, if you could use it immediately it would be far too OP. Just because you don’t understand or acknowledge that it has strengths, doesn’t mean its a bad skill. The sheer fact that everyone else so far has disagreed with you must mean something (well probably not to you, since you seem very stubborn).
No point in arguing anymore though. Reroll a different class if it bothers you so much.
Knights + soldier runes.
Dual axes (sigil of blood) and Bow or rifle (5% damage sigil)
0/10/30/30/10
10% swiftness chance on crit
gain adren when hit
auto balance stance
auto endure pain
(if longbow: increase longbow range, if rifle: 1 sec immobilize on cripple)
shout cd reduction
shout heal
mending, shake it off, throw bolas, fear me, signet of rage.
Longbow is for AoE. #2 and #3 and burst are aoe. Also its one of the few/only? ways warrior can put down a combo field. #5 is basically throw bolas which if you pvp, is very nice. The biggest problem with it imo, is that its base range is 900 whereas rifle is 1200. You have to spec a trait to get it to 1200, which sucks, because i’d rather use that trait on something else (ie cripple gets +1 sec root duration is so good for WvWvW.
Hmmm i like vengeance quite a bit. If you get downed in a really bad spot in WvWvW, and you’re able to pop it, you can run to a safer spot to die and get a rez. If thats not an option, you can pop it and just try to lay down as much damage as possible before dying. Other classes 3rd skill which mostly revolves around deception/survival to try to res. Warrior can do this with vegeance too, but can also opt to just try to go full offense and take someone down with them.
Remove ability to travel to way points whilst alive in World vs World.
in WvW
Posted by: Recently.1043
Waypoint usage is an important tactical tool. Maybe your on some scrub server, but at least on the good servers (I’m from SBI for example) we have alot of coordination and different raiding parties assigned to certain tasks, and the mobility of the waypoints is crucial; without it, you would have to have large amounts of people sitting babysitting, instead of sending scouts out and having a few eyes and ears around to report enemy movements so that the rest of your team can be mobile.
Plus waypoints cost alot to upgrade. Usually at most, you have 2, your starting one, and your keep.
Tool tips are bad. I mean Endure pain STILL says 5 seconds when its actually 3seconds, and its been pointed out a billion times, and still hasn’t been changed yet.
I’ve had way more success going very tanky than going glass cannon. I run dual axes and either rifle or bow (usually more bow atm since its better at defense)
Knights gear, with 0/10/30/30/0 build gives so much survival its funny. I can often just run into the backline in huge fights, kill someone that’s low, flag them while everyones attacking me, and still run out and live. There is a huge psychological advantage to this also; people tend to retreat when they see someone going overly aggressive because they assume that they wouldn’t do that without a reason.
The damage is on the lowside though, but the survival more than makes up for it imo. Honestly though, you don’t need huge damage to take out cloth/leather users. The only time i feel my damage is lacking is when im facing another warrior or guardian.