It’s up to you, in large part, but … power minion master with axe MH is pretty reasonable, and scepter condition with minions is also pretty reasonable. Once you unlock reaper, moving to scepter/greatsword condition is also good.
Basically, minions are not amazing compared to some of the other options available, but they are a good starter.
Oh, and it’s berserker for PvE power DPS, vipers for condition DPS, mostly. metabattle.com and quantify.eu will tell you the fine details of the best theorycrafting done at the moment.
I’m making my first set of ascended armor. I am making Ferratus’ armor and then I will change it to Yassith’s. Is this still the cheapest and easiest way to craft ascended armor?
It doesn’t seem like anyone already said it, so: https://gw2efficiency.com/crafting/calculator
That will let you, with an API key, see the crafting cost for things including using your own materials, and how much it will cost to purchase more from the trading post, etc.
You can use that to compare the costs, by calculating the cost of the ascended in one page, and then another ascended and also the exotic insignia needed to transmute in the second.
For me, going direct to vipers was far less expensive than transmuting from anything else, though without the materials I already owned that balance would have been quite different.
The site also has an ascended listing widget where you can see the cost to craft the various types (from scratch) so you can find the inexpensive versions.
OP, thanks for the research and information. Your conclusions are pretty much what I’d come to, though in a less scientific way.
Actually, one of the things I like about this game is that you can do almost everything (maybe everything) in relatively easy to get and affordable Exotics. But for those players who want to have the best of everything, there are the pieces they can stretch for and see some benefit. It’s a good balance.
Yup. It’s nice to see someone grind out the tests to verify what I believed, which is that (a) exotic is good enough for all content in the game, save top tier fractals, and (b) getting the accessories first was the real big deal.
While you’re about, has epi seen any interesting better uses or has it been a nerf overall?
Idk the change is neutral for me. Radius increase is nice but delay is not
The delay isn’t much of a thing, I think, now they fixed the body-blocking by having the projectile pass through anyone already hit by one. It really just ended up being an increased radius, and better signalling for the PvP players who now have a better chance to react to the incoming dot barrage…
Anyway, at the end of the day it’s really not changed from how it was before. So … if it was useful in a situation before, it’s just as useful now, and because of the larger range, maybe a touch more usable in edge cases…
I believe I stated this before, but if not:
You can ask someone to open a Rift for you, while you wait for the fix, (if the Devs feel a fix should be forthcoming).
I’d hope so. Having these “invisible” events show up all over the map is bound to give the impression that the event pointer is broken…
Nah, we finally educated enough people that the daily event maps are no longer full of complaints. People have gradually learned. (though I’ll still explain if anyone says anything, of course.)
A combination of poor design and me not playing the perfect meta build made this a nightmare. I am echoing what other players said in the previous thread, but since you apparently did not listen I think it needs to be repeated.
Actually, the “perfect meta build” is probably more of a liability than a boon here: while the damage output will be higher, the PvE meta is “ultimate glass cannon” — it is all about getting the maximum DPS at the expense of all survivability.
Using a build with more defensive and healing utility skills, and/or more survival stats, is probably an advantage here more than in many parts of PvE. It’s a hard fight to avoid almost all damage in, and that’s the essence of survival in the PvE “meta”.
1. This room is entirely to small. I am playing a Norn who is at the maximum height. If I can not see what is going on, then how can I possibly react to it? Your camera is tight spaces is TERRIBLE.
No argument from me on the camera pain. You might find investing in the (reusable) smallness tonic available in Lake Doric worthwhile: in the event you want to be asura sized, it’ll deliver that for you. It might help work around the pain here.
I don’t really disagree with anything else you said. Oh, I will note, though, two players in there rather than just one makes it way easier.
The biggest problem with condition builds are the fact you only need the one stat for the damage, where as power builds require 3 stats in harmony.
The biggest improvement to how condition damage works would be to require power and precision to up it’s damage rather than just condition damage alone. You want a powerful condi build, you’ve got to have pow/prec to get that. How to go about reworking that is up for debate.
What ? This isn’t very accurate.
[…]
Viper gear is used for those three stats, not the additional Power.
Well, I like the power, because almost all my condition sources come from things that land power damage and leave a dot. It’s not the most significant contributor to my damage, but I wouldn’t turn down those extra hits … though they will necessarily be lower than a power build because I don’t have higher crit-damage stats as well.
Being hard to avoid is the trade off for having a relatively long time to react to the damage you get from it. I have YET to play an MMO where DoT damage didn’t have that trade off. The primary people I see complaining about DoT’s are burst power twitch guys and to be honest, I think it’s rather stupid for an PVP MMO to have that kind of PVP model.
and thats the problem, its bursty now, you dont have a long time to react, and you have little counterplay after popping your clears.
its not DOT any more its easier safer stronger burst.
with arcdps offering EVTC logs, which can be parsed to determine damage sources, etc, it might be interesting for you to link to some stats based on those logs, showing just how much this is the case now.
It’d certainly be much harder to argue that you were mistaken when you show logs that have high burst from dots all over the place.
I don’t know, lore wise, and as a roleplayer, I just like the feel of norn and their shapeshifting shamanic roots more than humans.
The problem is that — like the Asura with their golems — the Norn’s shapeshifting ability (honestly, I had totally forgotten about that!) has been reduced to skills nobody uses, because they are not strong enough build-wise.
This is a huge shame. They could have made it so that Norn automatically shape-shift under certain conditions. That would have made them more interesting and reminded players of their supposedly unique background.
That would have been cool. The key problem with racial skills is that they make the choice of race significant — if the skills are any good. Since it is very rarely desirable that the choice is significant, we end up with them never used.
(It’s rarely desirable, because the min-maxing “meta or bust” crowd would complain bitterly if any racial is seen as better than any other, and they can’t race change to obtain that theoretical couple of thousand DPS over a ten minute fight.)
Also effective: “/y look, I love you and all, but I’m not going to join your squad”
You can loot all the chests once per cycle.
There is an issue involving failed octovines. I don’t do AB enough to work out the details.
So far as I understand it, you should get access to the “pity” chests, which are the small ones. Failing the meta isn’t great for loot, but you don’t get zero for your time investment.
I assume that you have to actually hit an octovine or something for that to count, but I never bothered to check.
That’s indended behavior? Same input, different result 50% of the time?
Looks bugged to me..
Huh. Yeah, that doesn’t sound right. Good job demonstrating the problem exists, and I’m sorry to have doubted it.
I bet its solved with single IF…Then…
I bet it’s not even remotely that simple, because even if the anet developers were as kitten as you think they are, that’s not too hard for the slowest developer to put into the build.
Since it is … pretty unlikely they are really that bad, it seems like there must be something making this much harder to resolve than it seems like it should be.
That’s a pretty good bug report: it explains how to reproduce the problem, which is what helps anet QA get it into a state where the developers can figure out and fix the bug.
I do have one question, though. You mention going into the middle of the group: does it make any difference if those enemies are in combat with you, or not?
eg: does it fail to tether any enemy that is not yet hostile to you? does it only tether non-hostile enemies? does it hit or miss both equally?
Supply crate cooldown reduction where? Also healing turret’s overcharge cooldown used to be every 15 seconds, and it still is if you pick up instantly but you lose out the constant regen aoe.
“some” means “not all”, so it’s possible that is one of the ones that did not change. (Though, isn’t that the toolbelt skill that people wanted access to, so avoided using turrets? In which case, it’s probably the reason for the change to turrets in the first place, and until it sees more use, it can’t be assessed if it’s function is on target, too low, or even too high.)
Anyway, I don’t think the change to that healing / overcharge is accidental, on the healing turret. The point of the changes isn’t to make it work exactly as it did before, it’s to make the turrets more useful, and used, with an appropriate level of power.
So, arcdps has a “server event processing rate” display, and says that there hasn’t been notable server lag on my “at reset” teq kills. I’ve also encountered no obvious lag at the time. So, at least for me on NA servers, with full maps, it’s not causing an issue.
Perhaps it’s simply the number of players overloading your CPU (if character model count is high) or GPU (if it’s an older GPU; my NVIDIA 680 does ok with teq, but started stuttering on the newest maps until I turned down graphics a little more.)
Try turning down the character model count and detailed character model count to the minimum, see if it helps with your problem.
From elsewhere:
shadow.6174:In case of TP, maybe clearing its cache could help. TP cache lies in your Temp folder (if in Windows type temp in the Windows search box) in a folder called like “gw2cache-{bunch-of-numbers-here}”. Just delete that folder while not in game and restart the game. I hope it helps.
I’ve tried repairing client, running as admin. This been happening for days now. Here’s the error log
—> Crash <—
OOM: Heap, bytes=517124,
App: Gw2-64.exe
That is an “out of memory” error. It’s quite odd that the 64-bit client is hitting that, so perhaps it is something else; does it still happen when you don’t use the `-repair` argument? If so, is it the same error cause?
Connection error 7:11:3:191:101 [merged]
in Account & Technical Support
Posted by: SlippyCheeze.5483
It continues happening to me too. I’ve been having this issue for a while, than it went away, only to come back again these last few weeks. It doesn’t happen as frequent as before, but when you are in story instances and have to redo the entire thing because of the error, it get really annoying, really quick.
Have you tried following the instructions in a guide like https://www.pingplotter.com/fix-your-network to see if there is a network issue somewhere that can be fixed? If so, what was the result?
It’s just a wild-kitten guess, but … does it happen if you turn off SLI for GW2 — or whatever it is that lets you force only a single GPU to be used?
Good call… disabled SLI for GW2, and no black out on start up… see if it holds up.
Will try to re-enable (not that it really does a kitten thing) after the next patch or two.
Thanks!
Yeah, given the GPU load of the game, it’s probably not necessary, so it may be easier just to leave it turned off while GW2 is running. That said, it’s actually a bug, so it might get fixed.
All the concordance of changes tell us is that power was over-performing compared to condition damage over the last while, and this is an effort to move them closer together.
What rock have you been living under since the prior balance patch? Condi has been doing better and then power got nerfed.
*PvE raid perspective. No PvP or WvW consideration in this post.
I understand that you disagree with me, but … I’m not going to be convinced by your rudely asserting that I’m wrong. (Just, I assume, as you won’t be convinced by my statement.)
Anyway, you cited a PvE raid perspective, which is cool. Perhaps you can link some of your raid logs, so we can see the real world DPS levels that y’all are hitting?
I mean, it’s still not even remotely enough samples to conclude much about the game balance overall, but it would at least support the idea that you are seeing imbalance, rather than closer balance, in the real world. (and, I promise, I will two hundred percent change my tune if you can show an actual difference like you mention.)
It’s an interesting idea, but … why do you think it would improve gameplay, or be more fun, than the current approach?
Also, seems like you tied in “more weapon types” to this suggestion; was it really a suggestion that this mechanic could be used to reduce the cost of new weapon types, making them more accessible?
If so, arguing based on the (assumed) cost of building these things isn’t the best way to make your case. Again, focus on why it is fun, or cool, or whatever. What does it bring to the table, to make life better for everyone?
I think you are mistaking equality for discrimination, which is easy to do if you used to be on the “overpowered” side of the equation. It’s also the case that in content, such as raids, expecting that both power and condition damage users are present — in the highly structured content — is reasonable.
Iirc, you can only loot the Grand and great chests once per day.
Nope, once you success of the meta.
5 Game updates and you were very fast ofc in :
“Increased the respawn time on several centaur spawns in Lake Doric.”How about a similiar one regarding the Turrets ?
It’s not going to happen: while you may not like it, the current behaviour is the intended behaviour, so you probably should just accept that is how it is gonna be for the next three months or so.
This was intentional, they only overcharge on drop and never again.
Some turret cooldowns were reduced to compensate, so you should get roughly the same overall output, just spread more over time.
Hi – experiencing the same. To clarify, it’s a complete loss of the video feed. Reboot required to revert back to normal, can’t alt-tab out to task manager.
Not sure if the others are running in windowed or full-screen, but I run full-screen windowed
Can’t comment on the connectivity.
Running 980s in SLI.
It’s just a wild-kitten guess, but … does it happen if you turn off SLI for GW2 — or whatever it is that lets you force only a single GPU to be used?
Weird because mine boots up fine with MSI afterburner running. But then again I am not overclocking.
Something changed with a recent Windows 10 update that MSI Afterburner doesn’t work with — presumably it was doing something that wasn’t strictly allowed by Windows, and now is blocked.
Anyway, updating the software should resolve the issue.
Obviously we are all referred to as the Pact Commander in the story and treats us that we’re the only one there, but in the event stories, they do acknowledge that there is more than one player in the field. And most of these event stories are considered something that happened, like the Silverwastes meta or the Dragon Stand meta.
So who are the other players to us exactly? Are they treated as Pact Soldiers as we are Pact Commanders? Or are they actually Commanders too since multiple commanders could exist in a chain of command? Most of the time they are seen as “other adventurers” but in certain meta stories they are considered part of the Pact.
Don’t think too hard about it — it’s the limitation of “the player is THE hero” story construction, which actually works really poorly in terms of an MMO.
It’s routine, though. Everyone is the single, lone hero who defeated the dragon, saved the world, got the loot, etc. Every MMO does it, save The Secret World, and even then….
“forced condi meta”.
I have 8 of 9 classes in zerker gear, and never seem to have problems or get complaints in open world PvE, Dungeons, or Fractals, and even WvW (though I do have a condi build for WvW, however it is from 3 or 4 months after Heart of Thorns hit).
I haven’t felt once that I was being forced to change a build. The only time I adapt builds to the situation is for Raids, which I don’t generally do.
People are just exaggerating.
Yeah, it’s the typical overreaction: OMG, they reduced damage on one ele ability by 7.5 percent, and buffed a bunch of others? They NERFED IT INTO THE GROUND SO FAR IT’S DEAD ZERO DPS ZOMG!
Next day: ele DPS still doing fine.
All the concordance of changes tell us is that power was over-performing compared to condition damage over the last while, and this is an effort to move them closer together.
The first rule of security is never run an application at higher privilege than it needs. But, we must run GW2 as an administrator, which is the worst possible security posture for any application.
3rd-party voice software must also be run as admin in order to be used with GW2.
Neither of those statements are even remotely true. Both GW2 and five different third party VoIP clients run perfectly happily and successfully without administrator privileges on my system, and I assure you I have done absolutely nothing to make that happen.
About the only class right now that can/should go power is Guardian. Only because they have no condi spec to speak of.
Power warrior is still a thing.
Though, it sure seems that Anet wants everyone to play condi.
Power Warrior is a dying breed, Condi PS outperforms compared to power PS.
On paper, or in the real world? Just as with the “on paper” ele DPS beating everyone, and the “real world” ele DPS measured in pugs being … significantly lower, it’s worth remembering that if this comes at the cost of a more complex rotation or tighter timing, it’s definitely going to be challenging to see those results in the real world.
Also of note: has power warrior stopped being able to provide the DPS and support required for the team to clear the thing, or has it simply stopped being the best DPS in theory? If it still works fine, it’s not “dead” except in the hearts of people who chase the latest fashion in DPS…
Depressing means letting off ie. not pressing the button. The de prefix means not. By the way WOW has the option to have to the game register a button click on press or on depress.
Technically correct, but “depress” also has additional, specific, meanings in English, which override the general rule. Sadly, this does mean that like “flamable” and “inflamable”, we have two words which sound intuitively the opposite, but actually mean literally the same thing.
Sad but true. English is a terrible language.
I’m tired to see arguments like “it’s too much work or it’s too expansive”. I mean it’s a MMO, it’s a big universe and features like that are parts of this.
I agree with DarcShriek, there would not be many skins but it’s not a big problem.
You know that when we tell you that is the reason we don’t mean “we believe this”, we mean, “this is what the developers of these type of games tell us”, right?
Like, it doesn’t much matter what you are tired of about the argument, the people you need to convince are the studios and developers of the game.
Conveniently, there are always studios hiring, so if you are really tired of that argument, you can apply for a job and change things.
It seems from the last set of nerf anet has an ideal of HOW we should be playing these classes. As in the newest thing they add in the update is how they want use to play them. I can only talk to ele but it seems Anet wants ele to support only with both condi share and healing but they keep nerfing the core class to do so. So Anet you want us to play the way you see the classes you need to tag them with there rolls.
Actually, it’s much more that they want to bring balance to the classes so there are multiple ways each class, and each role, can be fulfilled, to avoid anyone being stuck with “only one way” to do things.
There are two main things that happen to skills: adjustments down for things that are either over-represented, or over-powerful, and adjustments up for things that are under-represented, or not powerful enough.
When you see improvements to condition sharing, and to healing, it should tell you that people don’t play ele in those roles — even if they would like to. So, by making them more capable of doing those things, boom, suddenly those players can do their thing with the class they want, and enjoy it.
A similar example would be Warrior greatsword and axe changes in the patch: they move both of them around a bit to make them line up better against each other, reducing the difference, so people can use the one they prefer.
All of those things are focused on making more choices available to players, not less.
Sadly, the instant reaction of some players is to go and benchmark the changed things, then declare that the class is “dead”, or the trait is “the only viable meta option”, regardless of how close they really are.
It’s never a good idea to pay too much attention to what the “meta” builds are.
No dueling on PvE maps —ever
Obsidium Sanctum is not PVE map….this is how logical arguments you guys have?
The post above my reply mentioned PvE dueling with restrictions as part of his logical reply to your 1st post. Not that hard to follow.
Ahh alright,but my suggestion is good,its PVP map,arena that just stays dead there with no reason.By making it dueling arena,we players that like duels gonna have place for dueling and place gonna be useful for something.
It exists so that the jumping puzzle doesn’t lock up slots in the EBG that could otherwise be used for WvW players who want to fight each other. It’s not wasted, it’s just a solution to keeping two different activities from getting in the way of each other.
I have made and kept several legendaries. My question is simply is there anyone else that has gotten bored with the skins? And while it’s easy enough to change the look back, is it odd to transmute them?
I enjoy changing the looks of my characters, and now I feel stuck with the legendary skins.
I stopped making them for me and only make them to sell now.
Just curious if anyone else ever feels the same way…
It’s absolutely reasonable and appropriate to feel bored with a legendary skin, just as with any skin at all. Changing things up is fine, and even transmuting to a non-legendary look is perfectly fine. Enjoy it.
If just one look was enough forever, what on earth would we all do at 80, in fashion wars?!?
It’s been 4 build patches, please fix this.
The number of patches doesn’t signal anything about this bug being ignored or anything: it might turn out to be something complex, or hard to reproduce, or where the solution is causing other issues, so they are working super-hard to fix it.
The other bugs, perhaps, were much easier to address, so they shipped sooner, rather than hold everything up waiting for this one bug. As soon as it can be resolved, I’m sure we will see another patch and, consequently, no more pain.
In order to get an individual response, such as getting your items, or your money back, you should file a support ticket. Good luck!
After some more investigation, it turns out that if the mouse is moving at all it won’t register the double click of any icon. It clearly shows a graphics change but won’t actually do a double click. The way I found this to be why it’s not registering is clearing bags in inventory. For some reason if the reactive movement of the mouse is high it won’t count it as a double click.
I’m not certain, but I’d suspect the anet client of simply deferring to Windows on the question, “was this a double-click”; you might try adjusting the sensitivity of that in the Windows settings and see if it helps in-game. Can’t promise anything, but it might help?
“depressing” means “pushing down” — do you mean that it doesn’t register if you move off the icon before you “release”, or “take your finger off”, or “lift”, the mouse button?
Beyond that, I have no comments on this being a bug or not, but I will note that in most MMOs the behaviour is to register actions on release, not press, though some offer facilities to choose which you prefer.
It should be able to run, though it won’t be terribly fast given the Intel graphics, and the limitations of the current macOS client. I’m not sure how much you will enjoy the experience, compared to a MacBook Pro with a discrete GPU from NVIDIA or AMD.
I too have begun to have this problem, just started with this patch and happens very randomly without anything being an apparent cause. The screen goes black, mouse cursor is still there and game running smoothly but screen is flat black. I am told i disconnect from the game when this happens but my internet connection is undisturbed. Game does not crash or freeze when this happens the screen just turns black.
It’s not clear to me from your description: does the screen go black, and a dialog pops up telling you that you were disconnected from the game, at the same time?
TLDR: in the PC market, integrating voice chat is a waste of developer time and money in the modern age.
Nah, integrating it is probably great. Developing it is a money pit.
Smart money is gonna just work with discord to embed, I’ll bet.
I wonder how big of market crash would sigil swapping introduce and how bigger than the foob buff crash would be. Really makes me Thonk.
Perhaps I’m reading too much into this, but it sounds like you are trying to suggest that legendary weapons should have the same swap technology as legendary armor — and that the anet explanation for delays of concerns about market effects are unreasonable, given the changes to food that moved things around.
Aside from the category difference (eg: permanent vs renew every hour) between the two types of item, if that is what you want to say, just say it.
Isn’t WvW considered PvP as far as being able to be targeted and damaged? I’m not sure, but it’s not PvE, and balance changes are only ever PvE or PvP. I mean, I’ve never seen one that said WvW-only. /shrug
I thought it was counted as PvE, mostly — at least the necro bleed-on-chill trait triggers three stacks in PvE and WvW, but only one stack in PvP. Not that it is anything but kinda pedantry whichever way around it goes.
That’s an ironic name, in the circumstances.
Anyway, it’s good to report this here, but it is best to use `/stuck` or `/bug` in-game as it gives anet a bunch of extra (hidden) details about things like where it happened, and the exact location you are, the path you followed, etc, that they can use to figure out where the gap in the wall is.
(Which is the step prior to patching it; it’s usually, like, one or two “pixels” wide.)
Windows 10 has changed … something. The rendering path that a bunch of different overlay things used to use, like RivaTuner, changed somehow, and it causes them to crash and burn now.
It’s possible a background process has been left running after a crash; have you tried restarting your MBP and then running GW2?