Showing Posts For Sly.9518:

How to get WVW armor?

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Posted by: Sly.9518

Sly.9518

You need to unlock the Triumphant armour box through the reward track, then choose the item you want, you can then start working towards the T2 set, im not sure what mats you need after unlocking that you can work towards the T3 armour which requires a wvw rank of 2000

Eww, 2000? That seems excessive for freaking ascended gear.

Ascended gear with “particle effects”……

You can get the normal Ascended WvW without 2000 rank.

2000 is still an atrocious amount to try lure in players from other game modes, which will only make them dislike the game mode even more than they already do.

1000 would have been a far more reasonable amount.

Oh nooooo a reward that rewards dedication to working on WvW rank….

How to get WVW armor?

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Posted by: Sly.9518

Sly.9518

You need to unlock the Triumphant armour box through the reward track, then choose the item you want, you can then start working towards the T2 set, im not sure what mats you need after unlocking that you can work towards the T3 armour which requires a wvw rank of 2000

Eww, 2000? That seems excessive for freaking ascended gear.

Ascended gear with “particle effects”……

You can get the normal Ascended WvW without 2000 rank.

Best WvW update to Date!!

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Posted by: Sly.9518

Sly.9518

Kitten Yes!!!!

  • The Standard Enemy Models option beneath Competitive now functions in WvW.

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

Missing the point.

Outgoing player damage, is not the cause for failure.
Not performing mechanics is, and you should be punished for not doing them. We get that you guys don’t like insta-gibs, or wipes but sorry that’s how you learn. If you can cheese your way through mechanics and not suffer than the mechanics may as well not exist as they are not reinforcing proper play habbits.

Uhm…I didn’t say outgoing dmg was, ya’ll keep saying I did. I said dmg reduction, which is a counter measure to the insta-gibs and wipes of the mechanics. For example: instead of being one shot downed you’d be hit to 5-10%. This still makes it punishing and encourages not being hit by it, but allows leeway.

If they perform the already extremely easy mechanics like 4 people in green circle they won’t take that damage… and Green Circle doesn’t instagib if no one is in it, it only does 90% of players Life…. and I think you miss the point of Instagib mechanics like Gorsevals World render….. you either do the mechanics or beat out the timer or anyone behind gets punished, if World render only did 90% damage player could ignore it completely and recover from the damage quite easily which negates even having that mechanic in the first place…..

And one more time Raiders are happy with Raids and their difficulty, Anet is happy with Raids and their difficulty. Since the two main factors for Raids existing are happy with Raids there is no issue…

Left for 3 years,thief still broken

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Posted by: Sly.9518

Sly.9518

And with all the AoE and AoE cc shadow refuge is a giant target that will self reveal if left before it finishes its duration, nothing better than a small ApE circle with a giant target over it saying AoE/CC bomb here.

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

Raids must be so hard!! I did my first raid boss last night in a training group, had 3 Reapers, 2 DHs, 1 Chronomancer, 1 PS War, 1 Condi Thief, 2 Druids, and downed him in 5 attempts no one had previous experience outside of 1 player. Once the tank learned how to properly kite around the mechanics by the 3rd attempt it was in the bag, the group improved immensely, but yeah they are so hard that you have to use the Meta Comp and know the fight inside and out before going into /s

Some people find the mechanics easy-enough; many don’t. The first group has trouble understanding the fuss or emphasis on meta; the second group has trouble understanding why the first group thinks it’s easy.

And course, there are probably a lot more people in the middle, who think raids are about the right amount of challenge. And many of those will want to reduce that challenge as much as possible by insisting on a narrow set of builds/comps when they play with randoms, when they train, or when starting a new static group with no experience.

And some groups can succeed with masterwork gear, with six (or fewer) players, or weird comps (Sabetha vs 10 double-Quiped thieves) — that shows us that mechanics matter more than gear/comps.

The group I was with were all first time players to Raids sans 1 who was a Reaper, the group was mostly pugs 6 out of 10. It wasn’t Meta comp in the slightest, one of the 3 reapers was the tank, we did not have 100% Quickness or alacrity uptime the ps couldn’t maintain 25 might stacks, players kept getting ported by Blues mainly the tank, greens were being missed, it took only 5 attempts, only about 45 mins total to clear the boss.

I’m just saying the raids aren’t as hard as people are trying to make them out to be, Meta isn’t needed, having prior is not needed(it helps but is by no means necessary, High dps isn’t needed, only one player was consistently over 10k dps, the rest were around 4-7k sand the Chrono and healer Druid.

VG was killed

And I’m saying raids are, in fact, just as hard as people who try them think they are.
So sure, meta builds are overkill and meta-comps aren’t needed for some people. But that’s not the majority of players.

Put another way, you (and your team) are better players than average. As a result, it might be hard for you to see that it’s difficult for others. Your experience isn’t typical.

It’s so funny people always try to belittle the “average” gw2 player saying they are bad, how do you know how skilled the “average” gw2 player is? But people are quick to say they are bads, so funny.

Yet it’s been proven time and again Raids aren’t the unconquerable, content they make it out to be, all it requires is paying attention to mechanics, nothing more nothing less, no super high dps is needed, no Perma Boons needednon eveyone, no Meta comp, all it takes is paying attention to mechanics, some bosses do need slightly higher dps but not too much higher.

Are you are saying the “average” player can’t remember 3-5 mechanics per fight or play their class in an average manner?

What are you on about? I’m not belittling the average player, I’m complimenting you and your team. In PvE meta events, hero challenges, and the like, we have plenty of opportunity to see how the typical player approaches mechanics. We see folks pushing foes away out of AoE circles, having trouble breaking defiance, and trouble avoiding the worst mechanics.

I don’t think that makes the typical “bad” — that makes them “typical”.

As I’ve said many times, it’s really hard for good players to realize that they are better than the typical player. And it’s hard for people who don’t understand game mechanics to understand why good players think they are easy. That’s got nothing to with having a low opinion or a high opinion — that’s part of the human condition.

I never said you belittled the team I was in…. I said people belittling the “average” player….#reading. And again look at a lot of the posts when it comes to the “average” player most in this thread keep saying or implying that they are bad like yours and Astrals posts…..

The team I was in was doing extremely subpar performance and beat the Raid bosses with extremely subpar dps and mechanics awareness, most classes AA higher dps than the players were maintaining in dps…. and you are trying to claim that is above average performance….

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

I don’t think you read the post b4 responding.

Who say raiders want a nightmare mode? Raider dont want difficulty slider.
Dont want easy mode, dont want nightmare mode. So no it wont benefit the two end of the spectrum.

Who says they don’t? All of the mechanics are already in the game. It’s a solution that doesn’t require a lot of effort and addresses the issue brought up. It’s almost win/win.

Using the “wasting dev time” argument we could say that raids in general are doing just that seeing that those devs could be working on more populated aspects of the game. It doesn’t really hold water.

Minimal input for maximum output should always be considered and I think something like this does that nicely.

More bodies on a project doesn’t mean increased productivity sorry that’s been proven, raids are able to push out consistent quality products with a very small team with a small scope, Open world PvE has more Devs and have less consistency funny isn’t it.

And adding single run through content is a waste of dev time, since no one will run it more than once for the lore since that’s all they want the easy mode for is lore.

What? I never said anything about adding people. Even if I were to, where the heck did you get that bit about adding people != increased productivity? If that were true there’d never be more than one person per job.

Also, since when would it be limited to a single run? There are a lot of people that play this game and they don’t all think alike. While one person might only want it for the story another might like it for another reason. You make it sound like the option to run it again wouldn’t exist. Think about story modes in dungeons. They still get run/rerun by vets and new players.

Hmm so you didn’t say, “those devs could be working on more populated aspects of the game.” which would mean putting the Devs from Raids working on projects that already have dev teams working on them… which means adding bodies…

And I dont know anyone that reruns Story mode dungeons since they are only used to unlock explorable and have zero function outside of that.

The People wanting easymode say they only want it for the Lore so that’s what should get if it’s ever implemented, the lore and they will only run it once since there would be zero reason to run it again.

Yes I did say that, but not in the context you are trying to imply.

Every project has a level of DR. In terms of bodies that DR needs to be evaluated given a set of variables that make up the parameters. If you change those parameters then the DR needs to be reevaluated. In this case; adding modes (if you will) changes the parameters, DR would need to be considered on that basis.

The whole things boils down to the the result an amount of effort going into the modification would garner. If it would increase raid population by an amount that warrants the effort, there’s no reason not to.

Unfortunately none of us here have the information needed to see if it would be a warranted option. So what our discussion here entails is a difference of opinion. I just hope those who have the ability to weigh the option (not you or me)make it a consideration.

They made the decision the Devs stated they are happy with the difficulty of Raids and have no plans in the foreseeable future to add an easymode raid, this was stated not that long ago

(edited by Sly.9518)

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

I don’t think you read the post b4 responding.

Who say raiders want a nightmare mode? Raider dont want difficulty slider.
Dont want easy mode, dont want nightmare mode. So no it wont benefit the two end of the spectrum.

Who says they don’t? All of the mechanics are already in the game. It’s a solution that doesn’t require a lot of effort and addresses the issue brought up. It’s almost win/win.

Using the “wasting dev time” argument we could say that raids in general are doing just that seeing that those devs could be working on more populated aspects of the game. It doesn’t really hold water.

Minimal input for maximum output should always be considered and I think something like this does that nicely.

More bodies on a project doesn’t mean increased productivity sorry that’s been proven, raids are able to push out consistent quality products with a very small team with a small scope, Open world PvE has more Devs and have less consistency funny isn’t it.

And adding single run through content is a waste of dev time, since no one will run it more than once for the lore since that’s all they want the easy mode for is lore.

What? I never said anything about adding people. Even if I were to, where the heck did you get that bit about adding people != increased productivity? If that were true there’d never be more than one person per job.

Also, since when would it be limited to a single run? There are a lot of people that play this game and they don’t all think alike. While one person might only want it for the story another might like it for another reason. You make it sound like the option to run it again wouldn’t exist. Think about story modes in dungeons. They still get run/rerun by vets and new players.

Hmm so you didn’t say, “those devs could be working on more populated aspects of the game.” which would mean putting the Devs from Raids working on projects that already have dev teams working on them… which means adding bodies…

And I dont know anyone that reruns Story mode dungeons since they are only used to unlock explorable and have zero function outside of that.

The People wanting easymode say they only want it for the Lore so that’s what should get if it’s ever implemented, the lore and they will only run it once since there would be zero reason to run it again.

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

I don’t think you read the post b4 responding.

Who say raiders want a nightmare mode? Raider dont want difficulty slider.
Dont want easy mode, dont want nightmare mode. So no it wont benefit the two end of the spectrum.

Who says they don’t? All of the mechanics are already in the game. It’s a solution that doesn’t require a lot of effort and addresses the issue brought up. It’s almost win/win.

Using the “wasting dev time” argument we could say that raids in general are doing just that seeing that those devs could be working on more populated aspects of the game. It doesn’t really hold water.

Minimal input for maximum output should always be considered and I think something like this does that nicely.

More bodies on a project doesn’t mean increased productivity sorry that’s been proven, raids are able to push out consistent quality products with a very small team with a small scope, Open world PvE has more Devs and have less consistency funny isn’t it.

And adding single run through content is a waste of dev time, since no one will run it more than once for the lore since that’s all they want the easy mode for is lore.

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

I still find it funny that some think that making a story (easier) mode would somehow be detrimental to the game. It could literally be a mote that gives non-standard boons (think outnumbered in wvw)…no substantial development time needed. A small amount of dev time would open up raids to a lot of players that otherwise wouldn’t participate in the content.

There’s really no downside except the possibility of some egos being infringed upon, and tbh who gives a kitten about them?!

And wasted development time on content that will only be ran through once, slower development time on Raid releases(which would impact actual Raiders enjoyment).

Actual raiders eh? I can see where your position is and it’s the type I mentioned earlier. Seeing that the very same mechanic could be used for increased difficulty your point becomes moot as it would benefit both ends of the spectrum.

Actual raiders are players that raid, the people that want easy mode don’t raid, pretty simple term there, and the easy mode people want the mechanics removed and dumbed down so much that they are meaningless.

And Raids have a specific target audience, the people that want challenging content and that is who raids and are called Raiders for them completing raids, people that don’t raid and want an easy mode aren’t Raiders…

And including will slow down development time for the people that are the target audience the current Raiders.

You are trying to say that people that don’t Raid are Raiders ok bahahaha

(edited by Sly.9518)

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

I still find it funny that some think that making a story (easier) mode would somehow be detrimental to the game. It could literally be a mote that gives non-standard boons (think outnumbered in wvw)…no substantial development time needed. A small amount of dev time would open up raids to a lot of players that otherwise wouldn’t participate in the content.

There’s really no downside except the possibility of some egos being infringed upon, and tbh who gives a kitten about them?!

And wasted development time on content that will only be ran through once, slower development time on Raid releases(which would impact actual Raiders enjoyment).

But just how forgiving are the raids?

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Posted by: Sly.9518

Sly.9518

It exists, Arc tracks all combat information

Yeah, all you really need is a parser that looks for those things in the arcdps logs and reports them to you in some meaningful way.

Yeah luckily I have a friend that had a fully packaged parser built into ARC

Reminder for ANET

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Sly.9518

There is a way to make the lag go away it’s called reduce the amount of Skill/Boon/Condi Spam/AoE Spam and boom the Starinnon the server is reduced greatly, but then everyone would be oh no mah AoEs and Condis

(edited by Sly.9518)

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

You think the majority of player are bads (sic), so your view point is very skewed on what average is

And what makes you think your perception of average is not also skewed?

I think it needs to be said, that you should keep in mind when astral talks of average it’s average of his relative circle. The player base average is greatly above that because they actually care.

The question is, “Since average would be a skill level rating in the middle of the distribution, just how many players are in each rating band?” Your perceptions of what average is is more likely to be skewed than that of someone playing content in the open world, because (according to conventional wisdom, anyway) fewer players are going to be playing harder content.

Well seeing how I have PvXed for close to 5 years now between the multitude of guilds I have been in / am in I get to see a lot of the Player base, and how they operate, especially large PvE based guilds like GSCH, EG and a lot of other large guilds over the years, I have never isolated myself to like minded people, and I am sure the majority if not all of those players could down VG if they wanted to, so yeah based of of my large experience with this game I have a pretty good idea on the Average gw2 players skill capabilities.

I just did my first raid with an almost complete pug group that was their first time in Raids and we downed him in a few attempts, with very suboptimal dps and many mistakes, the boss wasn’t that hard once mechanics were learned in 5 attempts everyone had enough of a warm and fuzzy that we were able to down it in a completely non Meta comp, with suboptimal dps no one breaking to far over 5k besides 1 player.

Plus I don’t go around making broad blanket statements like calling the majority of players bad to justify getting a gamemode changed for personal rewards.

It’s not a simple justification, it’s a undebatable fact. Most players of any videogame, are bad. We have years of stats proving this.

Blanket statement it may be, that doesn’t make it untrue. The simple fact you sit here and call it suboptimal DPS, then get mad at us and say it’s ‘elitist’ because we call such players bad is the funniest thing I’ve heard all day.

Hypocritical.

Not mad for one bahahaha, and I never said that he dps wasnt suboptimal lol Read what Astral said he said the average player can’t do that or do Raids, which is false. I agree with you Frost that is horrible dps, my response is saying that the average gw2 player can achieve that horrible dps and clear the bosses and that they are not so bad that they can’t do something that is mainly just following mechanics.

And I never called anyone an elitist, said some people are toxic bahahaha

Reading it’s an amazing thing.

TL;Dr

Anyone can clear Raids.
The average Gw2 player can do the pitiful amount of dps needed for most bosses to clear them.
This dps was horrible, boss still died
Most Boss encounters aren’t difficult
Raids for the majority are easy and rely only on mechanics
Raids aren’t as Hard as certain people try to make them out to be.

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

You think the majority of player are bads (sic), so your view point is very skewed on what average is

And what makes you think your perception of average is not also skewed?

I think it needs to be said, that you should keep in mind when astral talks of average it’s average of his relative circle. The player base average is greatly above that because they actually care.

The question is, “Since average would be a skill level rating in the middle of the distribution, just how many players are in each rating band?” Your perceptions of what average is is more likely to be skewed than that of someone playing content in the open world, because (according to conventional wisdom, anyway) fewer players are going to be playing harder content.

Well seeing how I have PvXed for close to 5 years now between the multitude of guilds I have been in / am in I get to see a lot of the Player base, and how they operate, especially large PvE based guilds like GSCH, EG and a lot of other large guilds over the years, I have never isolated myself to like minded people, and I am sure the majority if not all of those players could down VG if they wanted to, so yeah based of of my large experience with this game I have a pretty good idea on the Average gw2 players skill capabilities.

I just did my first raid with an almost complete pug group that was their first time in Raids and we downed him in a few attempts, with very suboptimal dps and many mistakes, the boss wasn’t that hard once mechanics were learned in 5 attempts everyone had enough of a warm and fuzzy that we were able to down it in a completely non Meta comp, with suboptimal dps no one breaking to far over 5k besides 1 player.

Plus I don’t go around making broad blanket statements like calling the majority of players bad to justify getting a gamemode changed for personal rewards.

Difficulty Level of raids

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Posted by: Sly.9518

Sly.9518

Are you are saying the “average” player can’t remember 3-5 mechanics per fight or play their class in an average manner?

Remember? Possibly. Remember and execute? Now, that’s something completely different. And you are severely overestimating what constitutes “playing the class in average matter”. Unless you have some really nonstandard definition of “average”.

You think the majority of player are bads, so your view point is very skewed on what average is, Nd remembering them and executing the mechanics aren’t that much different, it took 5 attempts for 9 new to Raid players to figure out a semblance of a strategy that worked for them so hard right?

you don’t even need above average dps for the bosses, when you can Clear bosses with 9 people doing anywhere between 2-5 k dps and one person doing 10 shows as much, if 2-5k dps and 10k dps is above average when most Dps classes can achieve 2-5k with just AA alone so above avearage am I right? .

But go ahaead keep calling the average player bad since saying otherwise would defeat your argument for an easy mode, gotta love toxicity.

The simple fact the DPS’s were dpoing 10k and under proves they are in fact bad, and this is coming from a meh player. The fact the PS cant keep up 25 might, especially if it was condi, is hell trash.

No one said content can’t be completed with bad players, but calling any of those players decent is an insult to those who can actually do well, or actual decent players. Ones that are no where ner perfect but dont do lower than my non buffed dps in a full party.

My ele and reaper can do 8-13k dps solo. If you can’t do at least that in a party of 10……

Did I ever say they were good? Did I ever say they were bad, did I ever say they were average? No.

If you read my original statement in regards to that team it was on the emphasis of Raids aren’t hard since with that non Meta non optimal performance group that was doing below average on everything beat a boss.

The person that got 10k was also rezzing everyone that was going downed to failing mechanics.

Again I never made a statement on if anyone in that group was bad good or otherwise, I just stated the facts of what happened and what the outcome was, and before that boss fight only one player had killed the boss only once before.

I was just pointing out the toxicity a certain player has for bashing all of the “average” players as that person puts are bad, and can’t kill a single boss.

Exclusive WvW players?

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Posted by: Sly.9518

Sly.9518

You do know that legednary backpacks so far are all specific to their gamemodes and don’t need anything outside their gamemode right? Pvp back doesn’t require anything outside of pvp and same with PvE backpiece

Legendary PvP back needed PvE materials though.

What PvE materials did it need? T6 mats? Those are gotten from reward tracks quite easily, and from Laurels which you get from just logging in…. so where do you have to PVE?

You don’t even need Mystic coins to make the Ascension trust me I know since I made one in s3

Difficulty Level of raids

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Posted by: Sly.9518

Sly.9518

Are you are saying the “average” player can’t remember 3-5 mechanics per fight or play their class in an average manner?

Remember? Possibly. Remember and execute? Now, that’s something completely different. And you are severely overestimating what constitutes “playing the class in average matter”. Unless you have some really nonstandard definition of “average”.

You think the majority of player are bads, so your view point is very skewed on what average is, Nd remembering them and executing the mechanics aren’t that much different, it took 5 attempts for 9 new to Raid players to figure out a semblance of a strategy that worked for them so hard right?

you don’t even need above average dps for the bosses, when you can Clear bosses with 9 people doing anywhere between 2-5 k dps and one person doing 10 shows as much, if 2-5k dps and 10k dps is above average when most Dps classes can achieve 2-5k with just AA alone so above avearage am I right? .

But go ahaead keep calling the average player bad since saying otherwise would defeat your argument for an easy mode, gotta love toxicity.

Exclusive WvW players?

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Posted by: Sly.9518

Sly.9518

You do know that legednary backpacks so far are all specific to their gamemodes and don’t need anything outside their gamemode right? Pvp back doesn’t require anything outside of pvp and same with PvE backpiece

Power mesmer VS thief

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Posted by: Sly.9518

Sly.9518

It’s not anone shot it’s a High Burst combo,

Aaaand the different on the victim’s end of things is …. non-existant.

The combat in GW2 has always been about big bursts.
Even now, high condition damage is about landing a big stack so that it downs someone before they can counter (cleanse) it. That’s the same thing.

The game seems to SUPPOSED to be about counter-play, but the builds are about fatal bursts.

There is a huge difference the fact that there are multiple skills that can be avaoided or negated in that Burst is Huge, while a true one shot only has to deal with one attack skill activation.

But most bads won’t know the difference

Power mesmer VS thief

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Posted by: Sly.9518

Sly.9518

You mean a build that uses every skill on its bar that requires setting up a huge combo that has multiple activations that can be dodged if you know he is around? It’s no different than a Full zerker Signet Thief. It’s not anone shot it’s a High Burst combo, and the only time it has More stealth than a Thief is if you don’t run D/P.

And this is great since D/P Thief and Staff Thief shut down power shatter Mesmer as a Hardcounter
/thread

Thief now best condi class for PvE?

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Posted by: Sly.9518

Sly.9518

Stationary vs Moving targets is a valid criticism, but as was said earlier, you don’t raid in a vacuum. Obviously damage drops if you can’t share your Venoms because that’s a function of the skill, but you aren’t expected to be in a position where you’re on an island. We don’t knock classes for their Might and Fury uptimes because in a competitive raiding environment that has been taken care of, just like whether or not you can expect to have allies within Venom range. Having allies nearby would be considered a “realistic buff”.

In a constantly moving fight the Venom sharing can be harder to maintain due to player spacing and so on unlike normal Boons which have higher range to be shared and applied, so it is still a valid criticism based on team comp, player coordination and the dynamics of he individual fights, if you can guarantee 4 other players to be inside the extremely small Venom share radius at every application then yes it would be a very realistic buff all the time but there are quite a few variables that prevent that.

Every condi class loses significant damage against a moving target except rev and mes, which are both much lower dps than thief. For eles, target needs to stay in fire fields, condi engi napalm is a tiny line aoe that does huge damage and fire bomb, condi ranger has bonfire, traps, and unreliable flanking against a moving target, warrior needs target to stay in fire fields, reaper needs target to stay in ice fields. Thief is not unique in this regard or even relatively heavily affected.

Also to address the venom share radius, it is really easy to ensure that you have 4 people within the radius in a raid scenario. Even if people in your subgroup are out of range, the venoms will just go to people on the other sub group. If all of them are out of range, the venoms will go to pets and phantasms, and if all of those are out of range you must be doing something seriously wrong.

And one more time those classes are on par with a Condi thief in dps but provide a lot more utility and group support, I’m not saying Thief doesn’t have high Condi dps, I’m saying people are trying to make an issue out of nothing.

Guardian Identity: Aegis

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Posted by: Sly.9518

Sly.9518

When ever an aegis shatters, a unicorn flies out and poops a bomb for aoe damage.

Make it happen Karl.

The particle effects my guild in wvw would make…

Uhmm isn’t that just Cluster Bomb with the Dreamer…..?

World Map Completion Build?

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Posted by: Sly.9518

Sly.9518

This Build provides the epitome of Mobility and enough AoE damage to allow for you to take on large amounts of mobs, with ease.

Difficulty Level of raids

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Posted by: Sly.9518

Sly.9518

Raids must be so hard!! I did my first raid boss last night in a training group, had 3 Reapers, 2 DHs, 1 Chronomancer, 1 PS War, 1 Condi Thief, 2 Druids, and downed him in 5 attempts no one had previous experience outside of 1 player. Once the tank learned how to properly kite around the mechanics by the 3rd attempt it was in the bag, the group improved immensely, but yeah they are so hard that you have to use the Meta Comp and know the fight inside and out before going into /s

Some people find the mechanics easy-enough; many don’t. The first group has trouble understanding the fuss or emphasis on meta; the second group has trouble understanding why the first group thinks it’s easy.

And course, there are probably a lot more people in the middle, who think raids are about the right amount of challenge. And many of those will want to reduce that challenge as much as possible by insisting on a narrow set of builds/comps when they play with randoms, when they train, or when starting a new static group with no experience.

And some groups can succeed with masterwork gear, with six (or fewer) players, or weird comps (Sabetha vs 10 double-Quiped thieves) — that shows us that mechanics matter more than gear/comps.

The group I was with were all first time players to Raids sans 1 who was a Reaper, the group was mostly pugs 6 out of 10. It wasn’t Meta comp in the slightest, one of the 3 reapers was the tank, we did not have 100% Quickness or alacrity uptime the ps couldn’t maintain 25 might stacks, players kept getting ported by Blues mainly the tank, greens were being missed, it took only 5 attempts, only about 45 mins total to clear the boss.

I’m just saying the raids aren’t as hard as people are trying to make them out to be, Meta isn’t needed, having prior is not needed(it helps but is by no means necessary, High dps isn’t needed, only one player was consistently over 10k dps, the rest were around 4-7k sand the Chrono and healer Druid.

VG was killed

And I’m saying raids are, in fact, just as hard as people who try them think they are.
So sure, meta builds are overkill and meta-comps aren’t needed for some people. But that’s not the majority of players.

Put another way, you (and your team) are better players than average. As a result, it might be hard for you to see that it’s difficult for others. Your experience isn’t typical.

It’s so funny people always try to belittle the “average” gw2 player saying they are bad, how do you know how skilled the “average” gw2 player is? But people are quick to say they are bads, so funny.

Yet it’s been proven time and again Raids aren’t the unconquerable, content they make it out to be, all it requires is paying attention to mechanics, nothing more nothing less, no super high dps is needed, no Perma Boons needednon eveyone, no Meta comp, all it takes is paying attention to mechanics, some bosses do need slightly higher dps but not too much higher.

Are you are saying the “average” player can’t remember 3-5 mechanics per fight or play their class in an average manner?

Fastest way to gain www rank ? /

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Posted by: Sly.9518

Sly.9518

Sadly the fastest way to gain WvW isn’t even in WvW it is ktraining eotm with boosters

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

Raids must be so hard!! I did my first raid boss last night in a training group, had 3 Reapers, 2 DHs, 1 Chronomancer, 1 PS War, 1 Condi Thief, 2 Druids, and downed him in 5 attempts no one had previous experience outside of 1 player. Once the tank learned how to properly kite around the mechanics by the 3rd attempt it was in the bag, the group improved immensely, but yeah they are so hard that you have to use the Meta Comp and know the fight inside and out before going into /s

Some people find the mechanics easy-enough; many don’t. The first group has trouble understanding the fuss or emphasis on meta; the second group has trouble understanding why the first group thinks it’s easy.

And course, there are probably a lot more people in the middle, who think raids are about the right amount of challenge. And many of those will want to reduce that challenge as much as possible by insisting on a narrow set of builds/comps when they play with randoms, when they train, or when starting a new static group with no experience.

And some groups can succeed with masterwork gear, with six (or fewer) players, or weird comps (Sabetha vs 10 double-Quiped thieves) — that shows us that mechanics matter more than gear/comps.

The group I was with were all first time players to Raids sans 1 who was a Reaper, the group was mostly pugs 6 out of 10. It wasn’t Meta comp in the slightest, one of the 3 reapers was the tank, we did not have 100% Quickness or alacrity uptime the ps couldn’t maintain 25 might stacks, players kept getting ported by Blues mainly the tank, greens were being missed, it took only 5 attempts, only about 45 mins total to clear the boss.

I’m just saying the raids aren’t as hard as people are trying to make them out to be, Meta isn’t needed, having prior is not needed(it helps but is by no means necessary, High dps isn’t needed, only one player was consistently over 10k dps, the rest were around 4-7k sand the Chrono and healer Druid.

VG was killed

Birthday boosters & wvw reward track points

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Posted by: Sly.9518

Sly.9518

The tooltip changed too I think, all I know is that I used to roam with birthday boosters (only those) and I got 292 or 295 points per tick toward reward track progress

The birthday booster never affected reward tracks in WvW only the experience boosters and Heroic boosters do and the WvW reward booster from a guild halls, never were the birthday boosters apart of that

Birthday boosters & wvw reward track points

in WvW

Posted by: Sly.9518

Sly.9518

Birthday booster doesn’t affect WvW reward track it never has . Read the tooltip

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

Raids must be so hard!! I did my first raid boss last night in a training group, had 3 Reapers, 2 DHs, 1 Chronomancer, 1 PS War, 1 Condi Thief, 2 Druids, and downed him in 5 attempts no one had previous experience outside of 1 player. Once the tank learned how to properly kite around the mechanics by the 3rd attempt it was in the bag, the group improved immensely, but yeah they are so hard that you have to use the Meta Comp and know the fight inside and out before going into /s

Thief now best condi class for PvE?

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Posted by: Sly.9518

Sly.9518

Stationary vs Moving targets is a valid criticism, but as was said earlier, you don’t raid in a vacuum. Obviously damage drops if you can’t share your Venoms because that’s a function of the skill, but you aren’t expected to be in a position where you’re on an island. We don’t knock classes for their Might and Fury uptimes because in a competitive raiding environment that has been taken care of, just like whether or not you can expect to have allies within Venom range. Having allies nearby would be considered a “realistic buff”.

In a constantly moving fight the Venom sharing can be harder to maintain due to player spacing and so on unlike normal Boons which have higher range to be shared and applied, so it is still a valid criticism based on team comp, player coordination and the dynamics of he individual fights, if you can guarantee 4 other players to be inside the extremely small Venom share radius at every application then yes it would be a very realistic buff all the time but there are quite a few variables that prevent that.

Thief now best condi class for PvE?

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Posted by: Sly.9518

Sly.9518

It should be known Condi thief is only highest Condi Dps when it comes to stationary targets, moving targets they drop down considerably in damage and if no one is around to receive the venoms the dps drops sharply.

But just how forgiving are the raids?

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

I wish that someone would make a “dodge meter” that would track mechanics you should have reacted to appropriately and didn’t. Probably make for a lot more success than the current DPS-only state of affairs. Unfortunately I can’t imagine that kind of information is even easily trackable, let alone TOS-compliant. But I for one would have way more use for “stop standing in the fire!” alerts and “what kind of fire did I stand in to die that time?” reports than “here’s how close you came to matching a golem test (before you missed a dodge and died and wiped your group).”

It exists, Arc tracks all combat information

Tournament Tickets for Mistforged weapons

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Posted by: Sly.9518

Sly.9518

The weapons will be on the vendor as well.

As well as what? where else will they be available? I’m talking about Mistforged weapons btw, not the hero weapons from reward tracks.

As well as the tier 2 triumphant armor.

Tier 1 weapon and armor you earn from the reward track.
Tier 2 weapon and armor is available on the vendor when you have collected tier 1.
Tier 3 for the armor you will need previous tiers unlocked, this may be the crafted one.

The old wvw tournament tickets are being changed to the skirmish tickets.

The cost may change for the mistforge weapons, wait until tuesday to see.

The crafting one is tier 2 T3 doesn’t require crafting.

“However, unlike Tier 2, this ascended armor will not require any crafting to earn.”

(edited by Sly.9518)

Tournament Tickets for Mistforged weapons

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Posted by: Sly.9518

Sly.9518

The weapons will be on the vendor as well.

As well as what? where else will they be available? I’m talking about Mistforged weapons btw, not the hero weapons from reward tracks.

McKenna answered to the question if the T2- Mistforged Weapons will be in the Vendor, so we will be able to use existing Tickets to purchase the Mistforged weapons from the new Vendor since the old tickets will become the new tickets and the Vendor will sell the Mistforged T2 weapons. The Vendor will have the T2 armor and T3 armors

(edited by Sly.9518)

Tournament Tickets for Mistforged weapons

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Sly.9518

If you read the original article it says Tournament tickets will become skirmish tickets…

It says,

It also grants Tournament Tickets—now called Skirmish Claim Tickets—which will allow you to purchase both exotic and ascended Tier 2 WvW weapons, armor, and more from the Skirmish Supervisor vendor.

It doesn’t mention if the weapons will cost the same under the new system and it does not mention changes, if any, to your existing tickets except naming. Assumptions can hit hard, if you wait until patch day to make a purchase.

It literally says “Tournament Tickets – now called Skirmish Claim Tickets”…. you asked would the the tickets be converted, that statements shows they will be converted. I never touched on the Vendor still selling the weapons I only mentioned the tickets which was the very first question you asked.

Smh people find it hard to read what is written.

Need help with my wvw thief build

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Posted by: Sly.9518

Sly.9518

I have never used that build, it could work, but it comes down to more on you playstyle

Tournament Tickets for Mistforged weapons

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Posted by: Sly.9518

Sly.9518

Will existing tickets be converted to the new ‘Skirmish Claim Tickets’ and will they have the same purchasing ability after the patch?

If I have enough of the current tickets to purchase three weapons, will I still be able to purchase three (or more) after the change?

Thank you.

If you read the original article it says Tournament tickets will become skirmish tickets…

“It also grants Tournament Tickets—now called Skirmish Claim Tickets—”

(edited by Sly.9518)

WvW leg backpack

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Posted by: Sly.9518

Sly.9518

ANy one knows if can be dyed??? ^^

No back pieces can be dyed…… none what so ever…..

Need help with my wvw thief build

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Posted by: Sly.9518

Sly.9518

Normally Direct damage Thieves run a mix of Marauder and Zerker, which provides overall better stats, the increased Vitality is huge when you have no Toughness you can easily be hit for 10-15k on single Attacks from multiple classes. And with Marauder you have significantly more crit chance so on average you will be doing more damage hands down.

So with Marauder you have more vitality and more damage.

This build will provide overall better reliability with on average more damage and more health.

It’s only -114 power, +82 vitality, + 27.05 crit chance, – 14% crit damage. And if you run Sigil of Leeching you can recoup quite a bit more health from it than you would from You Valk build, which would increase your damage as well.

And if you factor in food and utilities this increases the efficacy of Marauder even more

I really like this build and read somewhere that 65% with signet is optimal which comes in handy for pve too. I’ve been playing a lot of staff d/p and am realizing that consistent crits on staff are more important.

It’s similar to builds I run In WvW and in most content it’s a good all around build, that can be used with multiple weapons, there are other effective gear setups as well, I just prefer this for the versatility it provides, I normally run more Berserker pieces in it but that’s my personal preference.

It’s a great build (just dps tested myself) and I’m looking forward to completing a few more ascended pieces for it. Thanks a lot ^^.

No problem any time, I am currently going to test a Build using Marauder/Zerker Vampirism Runes, Sigil of Blood, Sigil of Draining and the 66% chance lifesteal on crit with 70 Power food.

(edited by Sly.9518)

Need help with my wvw thief build

in Thief

Posted by: Sly.9518

Sly.9518

Normally Direct damage Thieves run a mix of Marauder and Zerker, which provides overall better stats, the increased Vitality is huge when you have no Toughness you can easily be hit for 10-15k on single Attacks from multiple classes. And with Marauder you have significantly more crit chance so on average you will be doing more damage hands down.

So with Marauder you have more vitality and more damage.

This build will provide overall better reliability with on average more damage and more health.

It’s only -114 power, +82 vitality, + 27.05 crit chance, – 14% crit damage. And if you run Sigil of Leeching you can recoup quite a bit more health from it than you would from You Valk build, which would increase your damage as well.

And if you factor in food and utilities this increases the efficacy of Marauder even more

I really like this build and read somewhere that 65% with signet is optimal which comes in handy for pve too. I’ve been playing a lot of staff d/p and am realizing that consistent crits on staff are more important.

It’s similar to builds I run In WvW and in most content it’s a good all around build, that can be used with multiple weapons, there are other effective gear setups as well, I just prefer this for the versatility it provides, I normally run more Berserker pieces in it but that’s my personal preference.

Elite Specializations - were a terrible idea

in Guild Wars 2: Heart of Thorns

Posted by: Sly.9518

Sly.9518

Ok let’s get a few things straight here.

Elite Specs were called Elite Specs to denote you can only have one active at a time, you know like Elite Skills…. not that Elite Specs are supposed to be better than core specs.

The reason you can’t get Elite Specs before unlocking all other Specializations is because it is released with HoT as Expansion content, all HoT content is level 80 content, if you are level 80 you would already have every single core Specialization unlocked…..

Elite Specs will be released with each Expansion so when the new expansion happens more build diversity since you can have only one Elite Spec active at a time, and each Elite Spec will provide different way to play the class.

The only reason it looks bad now is there was only one Elite Spec released per class, would have been better if the Expac came with 2 or 3 per class.

The only reason they were/are better in most cases are due to Anet taking the extremely poor decision to make the elite Specs have a ton of power creep because of PVE, in Pvp they are nerfing the Elite Specs quite heavily bringing them in line with Core Specs in that game mode, and in PvE Core Specs on certain classes are just as effective as Elite Specs depending on the PvE content.

Need help with my wvw thief build

in Thief

Posted by: Sly.9518

Sly.9518

Normally Direct damage Thieves run a mix of Marauder and Zerker, which provides overall better stats, the increased Vitality is huge when you have no Toughness you can easily be hit for 10-15k on single Attacks from multiple classes. And with Marauder you have significantly more crit chance so on average you will be doing more damage hands down.

So with Marauder you have more vitality and more damage.

This build will provide overall better reliability with on average more damage and more health.

It’s only -114 power, +82 vitality, + 27.05 crit chance, – 14% crit damage. And if you run Sigil of Leeching you can recoup quite a bit more health from it than you would from You Valk build, which would increase your damage as well.

And if you factor in food and utilities this increases the efficacy of Marauder even more

3 week world stay

in WvW

Posted by: Sly.9518

Sly.9518

so are we able to transfer now or will we be hit with a penalty? i don’t quite understand the 3 week stay thingy

You will have a penalty if you bandwagon right now which is smart on Anets part.

“Therefore, any players who have transferred after the 26th will not be eligible for Skirmish rewards until they have been on that world for an entire match.”
Read more at http://www.mmorpg.com/guild-wars-2/interviews/exclusive-interview-about-the-wvw-skirmish-changes-and-rewards-1000011772#fylQFfGppyaUmrQL.99

The state of the raid meta

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

First of all, thanks for the answers. Nice to see other people views. I’ve edited OP, so go and check.

Are people really complaining about a class that brings absolutley nothing to the table besides dps that does slightly better Dps while almost every other class brings support/Utility and class specific buffs to the raid increasing the overall performance of the raid while doing only slightly less dps?

As far as I know, and please correct me if I’m wrong, the only pure dps class that buffs party dps is engineer. Condi revenant has a ferocity buff, but we tend to keep condi classes together, so we don’t take full advantage of it. Ranger usually doesn’t take neither spirits nor spotter. Tempests, thieves, guardians or necros don’t provide any party buff that increases dps.

What some classes have is some utility, mostly in terms of CC. But some of that utility comes as a dps loss, e.g. tempest takes rebound in stead of fiery great-sword. But condi thief actually has utility: its cc is spectacular and easy to use. And it is the best choice to make compared to other elite skills.

Uhm what? So Ps Wars are split between both parties normally? so Condi Druid doesn’t take spotter or spirits? Tempests and Guards don’t provide any buffs at all especially from combo just for taking them and them doing their Rotation right? All Tempests don’t increase the Boon duration of all Boons on Allie around them right? It’s like you don’t even know what the classes are capable of.

and to try to make out the only hard cc Condi thief has available that is on a 40 second cd(at best 23 sec cd if you have alacrity every single second it’s on Cd, which isn’t realistic in the majority cases) that isn’t always going to be up for every breakbar so op lol the only Utility thief brings to the raid……

And again the Thief doesn’t do all that much more dps than any of the other Dps classes that bring more Utility/buffs to the party.

(edited by Sly.9518)

But just how forgiving are the raids?

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

You’re still focusing on DPS, which is beside the point. The point being, you will likely have the required dps anyway. Mechanics are much, much more important. Mechanics are why people fail at raids. Yet I’ve never seen anyone obsessing about mechanics the way everyone is obsessed by dps.

People don’t fail only at mechanics, you’re mostly right, the priority order would be something like: Mechanics (don’t kill your team) > Survivability (don’t kill yourself) > DPS (kill it before it kills us)

The first two are what most training runs aim to teach and should be mastered first, after being comfortable at both is when it comes executing your damage.

But the thing is that the first two can’t be exactly quantified (ha!) but are expected from the players coming in an experienced group and most of the time people wnat to skip some mechanics and for that usually dps is the main requirement, more dps at VG means less greens (be it distorting them or not), no updraft Gors is easier, more dps on Sab means less cannons to deal with and mobs cleaved faster and so on. While it shouldn’t be the foremost concern, the other two are expected as the basics and dps does makes things easier than just tickling the boss slowly to death while dealing with the mechanics and damage for longer.

You can quantify bolded, quite easily in fact…..

Q: about wvw and tranferring

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Posted by: Sly.9518

Sly.9518

Quoted from the interview

“Therefore, any players who have transferred after the 26th will not be eligible for Skirmish rewards until they have been on that world for an entire match.
Read more at http://www.mmorpg.com/guild-wars-2/interviews/exclusive-interview-about-the-wvw-skirmish-changes-and-rewards-1000011772#fylQFfGppyaUmrQL.99

Q: about wvw and tranferring

in WvW

Posted by: Sly.9518

Sly.9518

If you transferred after may 26th you won’t get pips

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

Is Arah a fair comparison?

I’ve done Arah several times, its one of my favourite locations in the game and if I mention it in guild chat it doesn’t immediately start an argument. Also the tokens go directly into your wallet so there’s none of this 200+ LI or gtfo stuff going on with it.

You must never have been around when 11k AP or gtfo was around for Arab or any other dungeon.

But just how forgiving are the raids?

in Fractals, Dungeons & Raids

Posted by: Sly.9518

Sly.9518

There is Active gameplay it’s called the mechanics, again people don’t normally fail to not enough DPS and at most 7 people only need to reach 7-10k dps on all bosses, most classes can track 2-5k dps just from auto attacking without full buffs…… so how is it a bland dps Rotation? When all that’s needed is doing the mechanics?