Tycho Snowpaw – Guardian
Gandara – [WvW]
I bet it’s force and night.
Force and night do not stack…. Maybe force and +5% crit chance.
Force and night do stack.
Actually the easiest fix for condition damage in PvE is to increase stack count for dungeons or separate particular condition stacks to individual rather than party wide (bleeding particularly).
I get where the OP is coming from though. It seems like crit has two multipliers, where as condition damage only has one, but condition damage also has condition duration as stated by Sarrs, which is less noticeable than crit damage but still very prevalent, especially in pvp and wvw.
This isn’t an easy fix with the current server software. They’re stated it’s simply because there would be too much data transfer/processing that the server wouldn’t be able to handle it if the cap was raised. It isn’t a deliberate design choice by the devs to have a cap at 25.
How’s this?
I can get some more pics if needed.
If you only buff and not nerf, then power creep starts to happen.
I wish the devs hadn’t said “10% nerf” because people have taken it completely out of context.
They said that in a perfect situation where someone is fully buffed (25 might, fury, vuln on target, presumably banner buffs, stacks and other things as well), they will see roughly 10% less damage after patch.
It’s not a “10% nerf to critical damage”
Probaly Banner of Discipline nerf since they have an excuse now that crit damage is ferocity
God, I hadn’t even though about that yet. Lightning Hammer will probably get the axe as well.
The patch was as usual, some good changes, some bad changes. But the crit dmg change was just ridiculous, 10% dmg decrease for no good reason, other than to appease the anti-zerk crowd. If Anet would just play their own game at a high level they would see that this change is just completely unnecessary.
It’s not changed purely for PvE, one big part of it is the quite ridiculous burst you can achieve in WvW due to extremely high crit damage, you can’t do the same in sPvP.
:O I can now put both force + night on my greatsword.
I’m still convinced they’re just going to reduce how much crit % gear gives. Most likely on accessories.
I’m thinking they’ll change it so it works like precision.
21 X (whatever they decide to call it instead) will give 1% Crit Damage.
This means crit damage will be more or less equal across gear pieces in comparison to other stats unlike before where certain items gave more crit damage point for point.Would also bring down the amount of Crit Damage you can attain in general (no more 120%+), and would help stop certain classes doing ridiculous bursts in WvW (looking at you thieves).
Would be a disappointing damage loss from a PvE perspective though.
So they’re doing pretty much what I thought. ~10% damage reduction according to them, eh could be worse.
when did the subject of this thread change? This is the skipping thread right? Gosh why can’t people who want to skip play the game right? Well that’s just how it is some times, I think a good idea would be for the players who don’t want to skip to band together and make youtube vids of their non skip runs so those skippers will learn how to fight.
I really want to believe that this is sarcasm.
Heh, just loop that and read the dungeon forums.
I’m still convinced they’re just going to reduce how much crit % gear gives. Most likely on accessories.
I’m thinking they’ll change it so it works like precision.
21 X (whatever they decide to call it instead) will give 1% Crit Damage.
This means crit damage will be more or less equal across gear pieces in comparison to other stats unlike before where certain items gave more crit damage point for point.
Would also bring down the amount of Crit Damage you can attain in general (no more 120%+), and would help stop certain classes doing ridiculous bursts in WvW (looking at you thieves).
Would be a disappointing damage loss from a PvE perspective though.
(edited by Redball.7236)
A dev being kicked from a dungeon trying to join a speedclear group with his dual pistols thief.
It’s not even that bad xD, don’t know why someone doesn’t just post it here.
Gentlemen, it has been a privilege playing with you.
/salute
Critical damage will now be base 200% to counter the pvp meta.
Or all pve mobs are now structures.Dredge clown cars pls.
Every boss now has a 50% chance to spawn as either a dredge clown car or a HotW underwater boss.
10% chance for a clown car to spawn that generates HotW underwater bosses.
I’m pretty sure this was a joke anyway but even so, pretty sad if the only way rangers can burst that high is to use a race specific elite.
Hmm now I’m curious too, mind PMing? :P
All is vain.
No, just no. The last thing we need is for people’s opinions to be “valued” by how much AP they have.
How did you pay for them? If it’s credit card then contact your card supplier. Ask for a refund as you cannot access the items your purchased. That’s what I did, got my money back in 3 days. Credit cards are amazing things.
Don’t do this, if you perform a chargeback your account will be closed permanently and your credit card blocked from ever making a purchase from ArenaNet ever again.
& the sad part is no mod/dev is going to reply because they are scared … & they seem to be very incompetent at balancing – fixing, that i don’t really count on this game to make it 1 more year from now.
It has already begun in twitch.tv it’s not even in the 15 top games …
A dev is never going to reply to a thread that insults them, I know if balancing was my job I’d just ignore anyone who throws out remarks like “incompetent at balancing”
The early story missions (1-28) for charr are probably some of the best in the game, they blow the other races out of the water imo.
Could anyone suggest a build to me that’s fresh and interesting and works fairly well?
The following I’ve tried so far and while I’d have success with them, I don’t find them particularly engaging or interesting.
Condi Necro (few different variants, dhuumfire, terror, that sort of thing)
Zerker Power Necro (Using axe + DS 1, had some good success with this but I don’t find it particularly interesting since it generally boils down to 1 or 2 abilities and spamming them)
I tend to like mobility in my builds, which I realise isn’t a necromancers strong point, however as much mobility as possible would be great.
I rolled a female charr engineer and she is great! I couldn’t wait to get her a hat and deck her out but as I played, one thing REALLY annoyed me: the sound she makes when she uses rifle #5 and rocket boots.
I’ll do my best to type out what it sounds like – HE HA HRAH HA HUUHHH! (insert grunt about 2/3 the way in) It does not match her in any way, it does not synch, she could almost be giving birth the way she sounds.
Does this bug anyone else?
Needless to say, after hearing it over and over, I just couldn’t take it. (Yes, I use rocket boots and rifle a lot). She has retired from legion service. I want an engineer but humans…ehh, sylvari NO!, norn MORE NO!. Asura is the only other viable option for me.
But I really want a charr engineer…maybe I can try a male charr since the new faces are out.
Yeah it bugs me aswell, I’m pretty sure it’s a bug as it can’t be intended and it sounds really silly.
As to whether they’ll fix it in a week or in a year, considering Anets stance on Charr I wouldn’t get your hopes up.
If they wanted to stick to the lore, the only ranger playable races should be sylvari/norn.
Except y’know GW1 had charr rangers, Pyre Fierceshot
this explains some more, however given my power is a lot lower, it still does not explain the output done to that thief. Sadly, i should have taken the time to screen it, but given the circumstances, i was more worried about the fight going on around me.
19k is quite high, but I think it would be possible.
With might stacks you’d probably be sitting at around 2800-3000 power.
You’d also have additional damage modifiers, like 10% damage when endurance is full and 10% while flanking, vulnerability can be quite a nice damage modifier (1-25%).
A full berserker thief with no toughness from anywhere would have 1836 armor.
EDIT: It’s actually 1980, used the value for a light profession by mistake.
Let’s try another calculation with these.
Damage = (1047.5 * 3000 * 1.5) * 1.1 (endurance full) * 1.1 (flanking) * 1.05 (force sigil) * 1.5 (soth) * 1.25 (sotw) * 2.53 (your crit damage) / 1836
= 15473.561
Factor in say 10 vuln stacks? -> damage goes to 17020.91
Frost spirit? Additional 10% damage if it procs -> damage goes to 18723.011
Then maybe the thief wasn’t in full exotic armor or an upscale, remember rares and lower gear have less defense than exotic pieces.
(edited by Redball.7236)
Signet of the Hunt is a +50% damage modifier on one attack, not +150% (that would be insane).
Regarding where your math went wrong is, you used the damage listed in the tooltip (which is part of the calculation already done) as Weapon Damage.
Weapon Damage is the range of values listed on your weapon.
The value shown in the tooltip is the value received from this calculation.
Tooltip damage = (average weapon strength) * Power * (skill-specific coefficient) / 2600
It does not take into account any damage modifiers you have, and uses a fixed armor value of 2600.
Damage modifiers also stack multiplicatively, so in the example you said.
1.5 × 1.25 = 1.875 damage modifier.
A quick simple calculation to show this would be;
(going to use easy numbers here for demonstration purposes)
Let’s say you have 3000 power, 100% chance to crit and 100% crit damage.
You have no other damage modifiers except the 50% from SotH and 25% from SotW.
Enemy armor is 2000 (probably about average for a zerk thief)
Using ranger greatsword and the skill Maul, whose co-efficient is 1.5.
Weapon strength is the value between the two numbers listed on your weapon, every time you attack a number between these two is rolled for and then used (effectively making your damage slightly random each time).
For this we’ll use the middle ground value – 1047.5
Damage = (Weapon strength * Power * Skill coefficient) * damage modifiers / Armor
Damage = (1047.5 * 3000 * 1.5) * 1.5 * 1.25 * 2.5 / 2000
Damage = 11047.8515625 (which seems about right considering the stats and modifiers used)
Crit Damage is applied as a damage modifier, in this case we will always crit (100% crit chance), and 100% crit damage is a 2.5x modifier (as 0% crit damage is a 50% damage increase).
Crit Chance cannot be factored into the calculation of a single attack, it is simply a yes or no possibility, you will either crit, and gain the extra modifier, or you will not.
If you want to look at average damage over large period of time and many attacks, then you can factor in crit chance.
(edited by Redball.7236)
I’ve been pugging dungeons recently and it seems every single ele that I find has frostbow and is permanently using it.
Now I get that it does great damage vs structures and a decent amount against enemies with large hitboxes but really?
I’m seeing people use it all the way through the dungeon, even just spamming the 1 skill at bosses.
There’s no need for sarcastic replies when someone actually wants advice.. come on guys.
I use this on my ranger for fractals.
You have sword ready for if you feel like you can comfortably melee something, and shortbow for the rest of the time.
Warhorn provides good group fury as well as you have spotter which is a great partywide DPS boost along with frost spirit.
Armor is Berserker but if you don’t feel like you can survive in this, swap in a few knights pieces.
Search & Rescue and the elite spirit can be slotted in if you’re in a group where the rest of the team goes down often.
Yeah, Modified Ammo is too good not to use now. I personally go 30/30/0/10/0, since I value the Vigor and boon duration for Might stacking a bit more than 10% more crit damage. For runes I use 4x Traveler 2x Lyssa. With Koi Cakes exactly 100% condition duration.
Is there a cheaper rune alternative?
I’m not exactly rich and 4 traveler 2 lyssa comes to about 46g.
For one, flamethrower on an engineer is really not that good since if you’re so adamant on using it
Not quite sure where I said this, I’ve always used grenades or bombs.
Run the meta grenadier build with rabid instead of zerker and it will be ok.
30/30/0/x/x.
You can slowly acquire a set of Berserker armor and weapons as you go.
Cheers, I’ll give this a try.
Basically at the moment on my engineer I have full ascended (except armor) rabid gear (ugh i know). I got most of the gear back last year, before I got better at the game and realised zerker is the way to go.
I have my guardian/warrior with full ascended zerker sets aswell but I do enjoy playing my engineer from time to time.
I’m just wondering if anyone knows if there’s a way or build where I could use this rabid gear and still be useful in fractals (I know that it will never be at the same level of damage as full berserker).
Re-gearing and getting full ascended berserker is probably out of the question since it just takes too much time and I’d probably just play my guardian instead.
I asked here instead of the engineer forums because I’d probably get some stupid answer there like “use flamethrower with condi gear, its good dps”.
Easy way to test, do a damage calculation with steady weapons in the mists and work out if the co-efficient for shortbow 1 is the same as is listed on the wiki.
Just did it, co-eff still comes out to 0.4 which is what’s listed on the wiki. No damage nerf.
(edited by Redball.7236)
LoS? what does that mean? “Line of sight” comes to mind, but that doesn’t really make sense here
It does mean Line of Sight.
It’s a commonly used tactic involving PvE mobs usually, you break their line of sight by hiding around an obstacle or in a corner, making mobs (including ranged mobs, which would normally stay away) walk to you to attack you.
Players use to this to easily stack bosses or trash packs into a corner, which lets you easily aoe or cleave them down.
Yeah that’s pretty much perfect, just remember to bring both banners (discipline and strength) if there are no other warriors.
Actually, there are several classes you can res with the glyph pretty reliably (as long as you don’t get interrupted while casting):
Elementalists can Vapor Form
Thieves can Smoke Bomb
Warriors can Vengeance
Mesmsers can use Deception, which I’m pretty certain keeps them within range of Renewal of Earth, and possibly the other attunements’ Renewals as well
Tbh this doesn’t really make any sense, the problem with revive skills, and this applies to them all really, is the cast time.
Warriors, Engineers, Rangers, Guardians and Necros won’t be able to delay the opponent long enough for you to revive them if the opponent has stability.
Also, if a warrior uses vengeance, you can’t revive him with the skill then anyway.
The same also applies to an ele that is currently in mist form, if the skill lands while they are, they will not be revived.
Thieves and mesmers might accidentally teleport out of range, though your chance of reviving them here is higher than the others.
Dapper charr is still the best charr.
What armor even is that? Don’t think I’ve ever seen it before.
Some of the instabilities are really going to be painful for zerker teams.
Overextended – Take damage when you deal critical damage
Also a few of them are just hilarious,
Doctor Death – Skills from the healing slot cause death
Stay Aloft – You cannot deal damage while on the ground
Double Tag Team – Two players must remain out of combat
And even class biased,
Eye See You You cannot become invisible.
Full list here; http://dulfy.net/2013/11/26/gw2-mistlock-instabilities/#more-66344
This week FSP could have been second or even first
You know full well that there’s absolutely 0 chance of that even happening, FSP fight well but they can’t stop your massive PvD train at 5AM.
I’m pretty sure the bar moved last night right on time with reset, so my guess is that the whole “players affecting it” wasn’t entirely true and the bar will just progress every daily reset until in two weeks time, when it disappears forever.
Molten Facility did a very similar thing, the bar progressed every two days and the location of the dungeon moved.
How is anet related to dulfy at all, if she hasn’t chosen to release a walkthrough yet that’s her own decision, and completely unrelated to anet.
As for your assertion that the Classes aren’t all that hard to get a basic handle on. Sure, maybe not. That doesn’t change the fact that if you want an advanced knowledge of how the class works on an indepth level, your going to need to level it from the ground up, in a combat friendly environment. Preferably against both Player and A.I. opponents. Theory alone will not suffice. Nor will simply a few weeks of practice.
You don’t really have a point here, since the people that are going to be crafting 1-80 are most likely those that already have one or several 80s and just want to get another class up to 80.
They’re already going to have a good understanding of all the combat mechanics (because they’re really not that class specific).
And no, forcing someone to kill easy pve mobs in the open world to death for 80 levels is not going to teach them specific knowledge about their class, it’s just going to teach them basic combat mechanics WHICH THEY ALREADY KNOW.
@AuldWolf
Yeah sorry no, you’re just throwing your opinion around like it’s fact, when it’s not.
The armor is definitely bad and could be better.
My opinion on those kerran is that they look stupid, especially the face, sorry but that does not look ferocious at all, it makes it look like a cartoon lion that is more likely to want to play with you than kill you.
I also love the Charr as they are (armor aside), and wouldn’t want anything about their physical appearance (not armor) changed. Although an option in character creation to allow your Charr to choose between standing up straight (GW1 caster style) and the current hunched pose would be really nice.
Complain about the armor, sure. Don’t go shouting around that your opinion is fact and everyone else has bad taste, it makes you look like an idiot.
(edited by Redball.7236)
People like this may me laugh, rather than accept their class might have a few problems, they defend every single point to the death.
In the end, they’re the reason why this class doesn’t get buffed.
It’s sad because it would benefit them in the end.
Please show me how many classes actually contribute to #1-6 as I listed equally as well as an Engineer can.
Please show me how many classes can give 15 stacks of Might, 15 seconds of Stealth, a ton of Vulnerability, condition removal, and a Water field all under one build.
I just can’t fathom how you can establish that Engineers do in one slot what it takes 2-3 classes to achieve and say we’re at the bottom of the totem pole. That just makes absolutely zero sense to me.
You guys obsess over what the ideal setup is when you fail to recognize that taking an Engineer fills any hole in the group regardless of what the other 4 players build themselves around. I consider that the ideal class to play. But I guess I’m alone in that.
Missing the point by a mile here.
Just for the record, I have 1000 hours on my engineer so far, and every class at level 80 so I’ve had plenty of experience with them all.
Engineers can provide a bit of everything, great.
But why is that needed? It isn’t. Dungeons are done with a full group, the entire group should be contributing to fulfilling these roles. Maybe an ele can do the might stacks, guardians the reflects and condition removal, mesmers can help there too, and 25 vuln can be achieved as a sum of the entire party, only single class doesn’t need to cap it.
Plus while all of these things might be accessible in one build, you certainly can’t do it at once. If you want to stack might you have to carry out an akward combo, during which you aren’t dpsing. If you want reflects, you’re probably going to have to drop a blast finisher in order to get elixir U.
Engineer is versatile yeah but I wouldn’t say they outshine other classes in each specific area, just that they can do all of them.
He keeps building and emptying the supplies in every tower possible, even the camps. At least there clusters of trebs in odd places
Just realized there’s a connection between two entirely different servers, lol. Look familiar?
https://forum-en.gw2archive.eu/forum/wuv/wuv/SOS-we-have-a-troll-in-wvw
No it’s the same server, by SOS he doesn’t mean Sea of Sorrows, he’s on Far Shiverpeaks.
I did not like this change at all. I prefer 8 sec, becouse it can be useful while running (The only way that I use it). Now will be only 4 sec instead of 8.
You’re reading it wrong, the symbol pulses 4(5?) times for 4 seconds, giving 16 seconds of swiftness with this new change. The old system gave you 8 if you had no swiftness, or only 1 if you did. It’s a massive buff.
Whether deso tanked or not isn’t really the question since it’s hugely obvious you did (I mean just look at the server score history on mos.millenium).
It’s more about whether they tanked for a good reason (so they don’t get blobbed every week in gold league) or just because they wanted to win.
TLDR: Put the commander tag on your main or the class you enjoy the most in WvW. Even worse than seeing a poor commander is seeing someone play with a class he doesnt like playing.
This more than anything else, if you don’t enjoy the class you’re playing then there’s no point.
I have a tag on both my engineer and guardian, and I actually find I survive in zergs way longer with my engineer (with soldiers gear). (tip, combine all the damage reduction traits for when you’re stunned, with food it can get up to about -80% damage).
That said, the above posted has a point, don’t use a ranged build when commanding, you need to be in melee (any class can have melee builds though).
(edited by Redball.7236)
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