Damage avoidance and leap skills do not belong on the necro imo. Give them the ability to tank while dealing massive damage over time while having escapability is too good. Imo the only thing a necro needs to be bumped up to 80+ in this little chart of yours is to make Death Shroud#2 pull the foe to you, rather then you to the foe. problem solved.
I would love to see my dyes account bound, dont know why they werent in the first place.
i like some of the improvements, however life of the master seems to good. 10% extra hp is kinda nuts. 10% extra vitality, maybe.
However, i would still much prefer if they dumped the “commands” all together, and went back to the gw1 system of MM’s. Where you could summon as many minions as your death magic trait line(or in this case, soul reaping) would allow and as many dead bodies were around, and there could be duplicates. This mean you would only be required to main bar one minion and could still rock an army of bone fiends. Or you could go more diverse and main bar 2 minions. Obviously in this system some of the minions would need a rework.
Blood Fiend: Keep the same, but make it’s sacrifice ability heal your other active minions as well as yourself. Limit to one at a time.
Bone Fiend: Ranged attacker, attacks inflict 1 second bleed attacks once every two seconds.
Bone minions: Summons two bone minions per dead body used mainly for death nova
Shadow Fiend: Has a PbAoE with a slightly higher hp/def stat then most other minions.
Flesh Wurm: Immobile Siege minion, has a ranged AoE KB (1s) attacks once every 7 seconds. relatively squishy if focused.
Flesh Golem: 1 active at a time, Extremely tanky minion, charges at foes once every 20 seconds for a 1.5 sec KD, otherwise cripples with auto attacks.
the problem was i bought the recipe on a char that wasnt a armor smith at all so i used it thinking it would carry over, it did not. However idc anymore went and bought another one. wats 10g in a legendary hunt anyway >.>. I deserve -10g for my own stupidity.
ah ok i didnt scroll down, just saw the finished product. Wonder why it requires a dif sigil then the one it comes equiped with >.<. Ah well thank you very much
just relog and u can avoid the tele fee if its that big a deal to u.
Well just my luck, i finally finished gathering all of my lodestones and ore today, just to find out that my armorsmith character didn’t have the recipe for the gift of darkness. So i went to miyani to see what was going on. After pondering it for a long while, i hopped chars and went onto my Warrior, just to find out that he apparently bought and used the recipe but it wasnt shared account wide like every other crafting recipe? He also hadn’t learned Gift of metal which my weaponsmith actually bought so it seems to be affecting all of the recipes that miyani sells. Is this intended? Any chance of getting that 10g back or am i forced to grind out another 20 runs of CoF >.<
Can anyone confirm which sigil you need to create the gift of twilight? According to the wiki its Superior Sigil of leeching
http://wiki.guildwars2.com/wiki/Twilight
But on the gift of twilight page it says Superior Sigil of blood
http://wiki.guildwars2.com/wiki/Gift_of_Twilight
LMAO 6 second fears… maybe two, but even that seems unlikely without the removal of master of terror.
http://en.gw2skills.net/editor/ has PvP gear.
I use a build that focuses on DS for boons as well, but I am interested how much damage you do. Also, besides boon stacking, what do you actually use the build for (role in a team)?
Good to know, although the stat difference is only like 20 attack and such so its not a huge deal. As far as a role, its kinda hard to define, i guess its technically defined as a bunker, but its not a “PURE bunker” (although if u wanted you could take the 15 outta curses and put it into blood magic for deathly invigoration and become a full bunker but u lose a lot of dmg) as far as damage goes:
None crits:
Dagger chain- ~665~500~1000
Life Siphon ~2200 average with no fury
Dark Pact~500
Reapers Touch Varies greatly with number of foes, however in 1v1 ~1200
Staff 550 autos
Putrid Mark 1000
Crits:
Dagger chain- ~1200 (both crit)~950~2000
Life Siphon ~2900 with fury
Dark pact ~1k
Reapers Touch Varies greatly with number of foes, however in 1v1 if all 3 hits crit its about 2200 dmg
Staff
1000 Autos
Purtrid mark 1800
Others are pretty trivial dps wise.
You’ll spend a lot of your time in D/Fand the whole chain completes in ~1 1/2 seconds so the DPS is pretty significant for a “bunker” build
Ah and life blast hits for 1100 non crit so about 2.1k crits although u wont use that attack to often.
would prolly also help to include all the tests were done on Heavy Golems
Lets face it, boons are good….too good. In fact, every “broken or OP” build, especially bunkers, spam the living hell out of these, and for a good reason. So while checking out all of our utilities and rereading all of our traits, desperately looking for some build diversity, I decided to try a necromancer focused on boons, and as it turns out, we have access to pretty much all the good ones. Lucky us!
Disclaimer: This is meant to be a sPvP build and this site doesn’t allow you to use the pvp amulets in your gear choice that i’m aware of, so the numbers are a teensy bit off. (but not by much)
Pros:
Near perma: protection, retaliation, and swiftness
Perma: Regen and fury
Great at assisting in team fights (Long Immob, Con. Removal, AoE Protection and Regen, boon removal as well as the typical necro fears)
Great survivability: 25k hp and 2600 Armor with a lot of life force gaining skills
Decent Damage: 3000 atk with 31% crit chance (w/ fury) means your daggers will still dish out a beating
Good condition removal: Between consume conditions, Putrid Mark, and Shrouded removal your relatively well protected against those pesky things.
Cons:
Hard to play/ Little room for error
Between going into DS on Cd- trying to get that second tick of spectral wall, sticking in melee range, setting up spikes, trying to keep opponents perma chilled this build requires a lot of attention to detail and a relatively high APM. Sometimes i swear i’m playing Star Craft.
Little to no escapability
You can tank two people for quite a while, but eventually they will whittle you down or get a 3rd person. When that time comes, you’re screwed. Your only “out” is spectral walk which is an optional utility choice and even that won’t fool everyone
Lack of synergy with your panic buttons
The build relies on spamming in and out of death shroud as often as possible, if you get caught with your pants down, DS may not always be available to you. If you panic and hit spectral armor, its important to not go back into DS if you life force is low or the armor is lost. Which kind of relates to attention to detail mentioned earlier
No stomping/ressing tools outside of DS
No stability, no on demand blinds, no stealth or invulns. Your a bad stomper, and at best an average reser.
Sorry for the wall of text, but feel free to comment or give any feedback. Give the build a try and let me know how it goes for ya.
Here is an important topic I’d like them to talk about.
- Every class currently has an ability to stomp opponents, which is nice. Are mechanics such as shroud-stomp or mistform-stomp intended?
this would be a waste of a question. of course they are intended. what gives you the impression they aren’t?
The fact that you have to press F1 and F at the same time for DS stomp to work, makes it feel like a bug. Since u cant just walk up to someone in DS and press F.
But on topic:
1: Any plans to balance downed states a little better? Ele’s Vapor form is OP as hell in sPvP and WvW, mesmer isn’t too far behind and thieves are also un-stompable one the first go without another thief doing the stomping (Yes i know an ele/guard/mes can also stomp a thief, but if the thief properly stalls his tele its next to impossible for ele/mes.
2: And plans to make boons worse then they currently are. Maybe longer duration longer Cd’s to make strips more meaningful in a fight. And so they can’t reapply them instantly after every strip.
3: How come necros can no longer wep swap in DS? And while were at it while doesn’t death shroud work like all the other instant cast skills where it doesn’t cancel your current action? I think it’d be awesome if we could channel up dagger 2 or axe 2 then pop into DS. This would also make shroud stomping feel less like a bug.
(edited by SwickHobo.5096)
why would u want a chill and a fear on the same skill? Thats like using 3 then 5 right after on staff….
Precursors are so high in cost because of how expensive it is to craft a rare weapon (tier 5 mats are expensive since the ban of bots).
If tier 5 mats went to the price that they had in September then you would see a dramatic drop in the price of precursors.
Yes and no, there is only a 0.023% chance to get a precursor from 4 80 rares. That is a huge number actually but that is the jist and that was from a guildwars guru site
If price is cheap (to make a rare)
more people try to make precursors
more precursors get sold on tp
price dropsboom
science
That “science” is flawed.
If price is cheap – More people try to make precursors- means higher demand of precursors driving price up since the chance of getting a precursor from rares is .2% i think, the amount of precursors being demanded will be higher then the number entering the market, making them more expensive.
Their shouldn’t be a precursor market. If legendaries where only a skin it would be different but given that they are also a stat boost obtaining them shouldn’t be random or cost huge amounts of in game currency
Seriously if your getting a legendary because of a stat boost you need to go back and look at the stats. The Legendary stats are only beneficial to a tanky class, they don’t benefit Condition builds, Berserk builds, Support builds, Boon builds. Then again i could be looking at the stats wrong but the last time I looked all legendary gave
- Power
- Toughness
- Vitality
I agree that Precursors need to have a better drop rate or at least a different way of obtaining them. Maybe perhaps making it so they can be obtained through a quest line. In the long quest line you get a choice between three sets of stats per an item, which ever stats you pick will be the stats for the legendary. This process will also add a story behind why it is legendary also. Arena Net if they did this needs to make that quest line Hard and lengthy maybe a 20 chain line. Make it so that these precursors are soulbond so they couldn’t be farmed and sold off in the TP. That way the CC Jockey’s would be stuck with the Power, toughness, Vitality models while the people that work for them can have a variety.
I know this isn’t the most sound proof Idea but at least we can have a reason to have a legendary, and stay with the Legendary is the Top tier of the weapons. Cause as of right not legendary’s are seriously trumped by the fact that Exotics have a different stat option which optimizes the weapon to specific builds. They way I look at it is Legendary is top of the tier for looks and nothing else, which I feel was not the intention of Arena Net.
so this is where things get interesting to figure out. I am a condition damage build. The damage output of the legendary vs exotic changes based on targets armor. For a very high armor target i will do slightly more damage with the exotic then the legendary due to the small amount of condition damage you get from an exotic weapon. Works out to about 5 dam/sec best case for exotic weapon condition damage bonus. for low armor targets the stats on the legendary are vastly superior to exotics as far as damage done is concerned. This comes from the fact that the legendary’s have a base weapon strength 80 higher than exotics. On top of this their are bosses that do not take condition damage and these bosses i would have a huge benefit with the legendary, like the elemental source in the snow fractal.
Legendary weapons HAVE THE SAME EXACT STATS AS A SOLDIERS EXOTIC WEAPON. THEY DO NOT HAVE HIGHER BASE ATTACK. Please check your facts.
(edited by SwickHobo.5096)
I can’t really comment on this as i don’t like the scepter myself? Have u tried S/D? Cause if u dislike that perhaps the weapon you dislike it the scepter and not the focus.
Well, truthfully I don’t really like any of the weapons available to the elementalist (Why can’t we just get a decent long range single-target oriented option?), but in my experience s/d is far superior to s/f unless you’re dealing with a massive number of projectile attacks.
Well to each their own i suppose. lol
pvt or bust if you go zerker even moas kill you
don’t listen to this guy….. i wouldn’t touch pvt will a ten foot pole. Assuming your running the typical 0/10/0/30/30 build, berserker’s is more then viable in pve for everything except perhaps 30+ FoTM. If you WvW in full zerks, you might die a lot at first, but once u get the hang of it death is nigh impossible if you play well enough just stick to the back of the pack and deny areas all day, seperate zergs and you’ll be helping a lot more then a PvT ele could dream of. If your looking for something a little more tanky clerics is a much better choice then PvT although i wouldn’t stack to much healing.
Warriors will always be wanted for their top DPS, which is crucial in speed runs. Guardians are always wanted for their support and as an aggro magnet, and Mesmers will almost always be taken for Time warp alone. However, if u plan on running specific dungeons thieves can be a great asset to allow runs to go quicker/smoother.
Several threads have already been made about this subject, including a video thread with a party of level 35s in masterwork gear going through it.
Request close/merge, please.
Sorry but, are you part of anet? No? Then don’t comment, it’ll get auto deleted soon.
There’s no need to get in a huff about it. Sometimes the forum managers need a little help sifting through all the threads.
sounds like u just want more attention drawn to your thread. His thread is no less valid then yours. on topic tho, yes AC is not that hard. Except path 3 is buggy as kitten the other two are still a cake walk
I don’t really care about attention. Half the threads on the front page of the Dungeons subforum are redundant and should be merged/closed.
If there’s too much junk for the forum mods to sift through, that in term hampers the message that players want to send to the Devs, which means they might not make the correct judgment calls when modifying/creating new content.
This is why there’s that comment that if you want to make a new thread, you should search whether the topic’s already been made first.
Is that why you have 3 topics of your own on the first page of this subforum? Seems awfully contradictory to your previous statement. All three of those topics should be merged too yet you don’t mention that there. shrug just saying.
The first is a call to arms, the second is (was until recently) an announcement of run time, and the third is a video post detailing our results. each for separate purposes. This thread is specifically for the purpose of telling people AC is not hard. In which case, there’s already at least one other thread specifically saying that.
Seems like they all had the same purpose to me, to discuss if it could be done by lv 35s in sub optimal gear. Which u proved. Why you needed to post a seperate topic for both the announcement and for the actual after video is beyond me. I think an edited original post would have sufficed plenty and still gotten your point across just fine. But anywho i’m gonna stop myself there as we are going off topic and i rather not obtain an infraction.
AA turns off my #1 weapon skill auto attack. It’d be better if you could set as many things as you want on auto with different priorities. E.g SOR first, OMM, FGJ, then weapon skill #1. Signet of Rage being priority so it can’t be interrupted, the reoccurring weapon skill last so it doesn’t stop the shouts from going off when they’re ready.
And y’know…. If AA actually activated the skill when it was ready.
so you want to bot? lol
snip
I’ve played scepter/focus extensively – it’s kitten outside of PvE (which I don’t really play anyway), and even in PvE the staff outclasses it. ’Cept against ranged enemies, I guess.
I want to like the focus, but its lack of mobility, offense, and control just makes it a poor choice. (Might be different with a mainhand dagger, but I don’t like using a mainhand dagger, so I wouldn’t know.)
I can’t really comment on this as i don’t like the scepter myself? Have u tried S/D? Cause if u dislike that perhaps the weapon you dislike it the scepter and not the focus.
Several threads have already been made about this subject, including a video thread with a party of level 35s in masterwork gear going through it.
Request close/merge, please.
Sorry but, are you part of anet? No? Then don’t comment, it’ll get auto deleted soon.
There’s no need to get in a huff about it. Sometimes the forum managers need a little help sifting through all the threads.
sounds like u just want more attention drawn to your thread. His thread is no less valid then yours. on topic tho, yes AC is not that hard. Except path 3 is buggy as kitten the other two are still a cake walk
I don’t really care about attention. Half the threads on the front page of the Dungeons subforum are redundant and should be merged/closed.
If there’s too much junk for the forum mods to sift through, that in term hampers the message that players want to send to the Devs, which means they might not make the correct judgment calls when modifying/creating new content.
This is why there’s that comment that if you want to make a new thread, you should search whether the topic’s already been made first.
Is that why you have 3 topics of your own on the first page of this subforum? Seems awfully contradictory to your previous statement. All three of those topics should be merged too yet you don’t mention that there. shrug just saying.
Several threads have already been made about this subject, including a video thread with a party of level 35s in masterwork gear going through it.
Request close/merge, please.
Sorry but, are you part of anet? No? Then don’t comment, it’ll get auto deleted soon.
There’s no need to get in a huff about it. Sometimes the forum managers need a little help sifting through all the threads.
sounds like u just want more attention drawn to your thread. His thread is no less valid then yours. on topic tho, yes AC is not that hard. Except path 3 is buggy as kitten the other two are still a cake walk
Idk why focus is so looked down upon, its better in every aspect (in PvE) than /d except mobility which is largely wasted in dungeons, and technically healing, but Obby flesh is greater then a 1.2k heal on a 45 sec Cd. If you compare the two side by side its pretty obvious.
Fire-
Fire wall = Ring of Fire-
Fire wall lasts two seconds longer then then ring which makes it a better combo finisher as long as your team is smart enough to stand on it. Both skills do negligible damage, although in a PvE setting its much easier to get all 6 ticks on a fire wall then 4 on the ring on an enemy. Ring excels in pugs compared to the wall thanks to its larger radius means its more likely to share your might.
Fire Aura = Flame Grab
Depending on your build this one could be a toss up. The might is fantastic thanks to the recent buff (Although D/F can stack 25 might without it already but w/e) especially if you share it. Without Aura share and or Aura traits its a pretty subpar skill no doubt about it. Flame Grab imo is a pretty shoddy skill. Sure it hits hard but its LOOOONG CD keeps it from being that good. IT has its niche uses of course like the CoE destroyer or CoF speed runs, but other then that a Focus will have higher DPS durring a 45 second fight compared to /d
Water-
Freezing Gust < Frost Aura
Freezing gust is pretty much the only subpar skill the focus has, however in a 1v1 situation your going to get as much use out of the gust as u will the frost aura assuming 1 attack per second, however the aura can give u several boons even if it is on a long Cd. And the 10% dmg reduction is just icing (assuming it stacks with protection, if it doesn’t then its a pretty terrible skill as well)
Comet> Cleansing Wave
Comet is a fantastic skill in PvE, Its an AoE interrupt that has a fast cast time, and a low CD AND is a blast finisher. Cleansing wave is good and all but its CD much like fire grab really hinder its uses.
Air-
Swirling Winds> RtL
RtL grants mobility its damage is subpar and its uses few and far between outside of that. Swirling Winds is a FANTASTIC skill. exceptionally useful in a ton of circumstances especially dungeons. It stops everything that feedback or wall of reflection wont. Whether u need help on Lupi, or Old Tom, or Harpy Kb’s in FoTm or Fire shaman’s arrows and the tars immob, or maybe AC’s spider queen, or Arah’s pirate chick (cant remember her name) Swirling winds saves lives and makes for some clutch reses where it would other wise be next to impossible.
Gust= Updraft.
Again from a pure pve perspective Gust is just as good as Updraft. Gust is the longest CC in the game as far as i know 3 second KD even tho the tooltip says two. Updraft is prolly equally as long if u you count the time where u are also going backwards. However in PvE updraft causes a lot of problems for your team. Knocking foes out of HB, or seperating packs. KB’s are just annoying 3/4ths the time. These are both great skills tho as long as u use them properly.
Earth
Magnetic Aura>Earthquake
Mag aura is epic nothing more needs to be said. Con removal, blast finisher, good dmg on an instant cast and projectile reflection on a low cd…yes pls. Earthquake is good, but has a long CD which is a growing theme of /d. And this being one of your key might stackers its long CD makes u subpar at might stacks compared to /f
Obby flesh> churning earth
Obby flesh is incredible. Churning earth is overrated. Long cast, subpar dmg for its cast time unless used as an opener, and again a long CD for its blast finisher.
If people were’t so biased and took everything they heard with a grain of salt, they would realize the focus is OP compared to /d in pve especially dungeons. Try it for yourself if you dont believe me.
never thought about it as a wvw build the 900 range and mostly single target dps would hinder its usefulness in wvw, but if u were set on running it it would do ok, try running with a good necro as you can easily stack 25 bleeds on someone faster then anyone in the game, let them epidemic it and watch the zerg bleed out. Other than that i wouldnt recommend this as a solo wvw player.
Wariors are better at stacking 25 bleeds. Only requires 2 skills, 1 trait and 50% crit to pull it off too.
Warriors can do it faster, but eles can do it forever with only 1 skill and no traits and 30% crit, just food is needed. They also offer much better support and suvivability at the cost of AoE.
never thought about it as a wvw build the 900 range and mostly single target dps would hinder its usefulness in wvw, but if u were set on running it it would do ok, try running with a good necro as you can easily stack 25 bleeds on someone faster then anyone in the game, let them epidemic it and watch the zerg bleed out. Other than that i wouldnt recommend this as a solo wvw player.
Any signet build should dump at least 20 in fire, 10 in air, and 10 in earth for perma fury, swiftness, and protection. The other 30 points are up to you however. Going 30 in Water gives u some much needed condition removal as well as Aura share allowing u to share the afformentioned boons which can greatly improve your teams DPS and survivability. Or you can go 30 earth 10 arcane to maintain the passives which are all terrible minus the heal and to get reduced Cd on signets allowing yourself some rune flexibility as boon duration wont be needed.
If i was gonna run signets in dungeons i would run
http://gw2skills.net/editor/?fEUQJArdhMmcbsx3gjEAkHm0SJBFCgwogIiCPA;ToAg2Cro6y4lwL7Ouuk7MqY+B
Your main source of damage would come from Scepter Earth 1 and you’d pretty much stay in earth 4/5th of the time popping only into water to remove a condition, and into fire only for might stacks, usually at the begining of the fight as the near perma firey auras will give plenty of might to your entire team, air will be the least used popping only into it for a on demand blind or knockdown, and of course swirling winds.
If you want my advice it would be to drop the staff and pick up literally any other weapon combination. The staff is TERRIBLY weak in 1v1 as it requires the enemies to stand still for the full effect of the abilities. Its useful in dungeons as a ranged option but tbh the staff is by far the worst weapon set for Elementalist’s atm especially solo Ele’s.
Agree getting weakness from might, and bleed from vigor always seemed like the wrong way around to me. Though maybe give burning to fury and blind to aegis would be better too imo, blind is pretty much the exact opposite of block
That actually makes a lot of sense especially since then the burning could just mimic the fury duration, maybe at some sort of decreased rate.
For those of you who don’t know there are certain skills that convert conditions into boons and vice versa. The current chart can be found here:
http://wiki.guildwars2.com/wiki/Corrupt_Boon
I however think it would be more beneficial if the chart was arranged as such:
Aegis – Blind: Straight conversion
Fury – Burning: Straight conversion
Might – Bleeds (each might stack would convert into one bleed stack at 50% of the might’s remaining duration, while each bleed would convert at the same rate)
Protection – 10 Vulnerability: At the entire protection duration. The current 3 stacks of vulnerability is negligible especially since most sources of protection last less then 5 seconds
Regeneration – Poison: Straight Conversion
Retaliation – 3 Confusion: Seems fine as is, but boosting to 5 might not be a bad idea
Stability – Fear: Straight 2 second fear
Swiftness – Cripple: Straight conversion
Vigor – Weakness: Straight conversion
The main changes would be that might stacks would convert into bleed stack which could severely limit bunker’s DPS as the risk wouldn’t out weigh the reward any longer. This would also make boon removal have a larger impact on fights especially when timed properly.
(edited by SwickHobo.5096)
Vapor Form is by far the most broken downed state in the game currently and shows the lazyness of the anet team. When people were complaining about the ele down state being trash (which to be fair it completely was) rather then giving it a redesign they just switched the two and three skills…..
In PvE it’s a pretty average downed state ability, great for harder high end content allowing u to avoid insta death during lupi or alpha or w/e other bosses you happened to go down on. In solo play its not gonna do much for you tho.
In sPvP Its the only ability that COMPLETELY allows you to avoid the first stomp. On top of that it also allows you to re-position yourself onto points to keep them contested, or to run away from the point to make your opponent decide if they want to cap the point and risk your team mate coming to res you, or run off the point to get the stomp giving up Points over time, especially if your teammate comes and contest’s it post stomp.
In WvW don’t even get me started. It allows you to jump into a zerg near a keep with no fear of death, it makes clutch mesmer pulls completely worthless, and it allows a way to perma get into a keep. TBH its a joke. And to all the people saying L2P immobilize them…. LMAO are you kidding, any ele with half a brain will be spamming 2 before he goes down outside a keep making him invulnerable from the second he goes down thanks to the ~1-2 seconds of invulnerablity every class is given when they fall there’s no time to land an immobilize. Maybe this skill would be a little more balanced if vapor form didn’t give you pseudo stability too. allowing at least guardians to prevent them from entering or if conditions weren’t wiped clean off of being downed.
Edit: Better yet, make it like Warriors Endure Pain, They cant take damage for 3 seconds, but can still be CC’ed, immobilized, bled, poisoned, burned ect.
(edited by SwickHobo.5096)
So i’m not sure what happened exactly but it seems there was a mass DC, and well when we got back on every1 logging on and joined EB was placed outside the map on top of a giant cliff. I’ll try to get some screenie’s up but it sure was funny.
upon further examination it appears to be a WvW overflow of some sorts.
(edited by SwickHobo.5096)
There is some reverse trolling here, the Dungeons are way over the top difficult for the average player. Those thanking the Devs for increased difficulty are trolling the average players.
There was no need to increase the difficulty of AC or any other Dungeon. If you want them difficult then add a hard mode, and for regular mode add a sixth member or reduce the difficulty by 40%.
Right now all paths, all dungeons are absurd, GW1 was nothing like this, and this game had so much potential.
I will be looking at ESO, leaving and not returning.
ANET does not have their act together. Yes you may have my money, but you won’t be getting my money from the BLTC.Support roles are weak and underpowered.
There are no control roles.
DAMAGE Warriors is about the only viable build.Anet, you lost your way.
Last time i checked explorer mode is “hard mode” Story mode is made for the casual player and explorer is meant to be the hard end game content that cordinated groups can attempt to conquer. The fact that every single dungeon path is doable with a pug shows how far off they missed their mark. The GW1 dungeons were the story missions as well, they had a hard mode after u beat the story sure, and that’s what explorer is suppose to mimic.
Support roles are in no way or form weak your just not supporting the correct way. If u just mean healing then yea its a bit weak, but stacking 25 might on your team as well as fury, protection and swiftness as an elementalist while cleansing conditions on top of heals hard to say support isn’t strong.
Control roles do indeed exist and are OP on everything except bosses. Have you ever Line of sighted enemies and had them form a perfectly tight mob that you can then proceed to perma blind or stun and just laugh as not a single person on your team took a lick of damage?
Damage warriors aren’t that much better then any other class except for one particular dungeon. My ele in a mix of berserk’s and beryls hits for about 4k crits on autos as well as providing max might, fury, prot, swiftness as well as some spotty regen . While my warrior auto attacks for 6k at a much slower rate, with an occasional 35k burst (over 4 seconds) and offers no team support at all except 3 stacks of might, and a 40% uptime on fury. Idk why people think warriors are gods of everything.
Would something like the Lion’s Arch target dummies fill your needs?
As long as you change them so that they can be crit. That would be fine.
Agreed, it’s taken me a lot of work across all my characters to get as close as i am now. I think it’d be fantastic if all the characters that help make it could weild it from time to time. I don’t think it would be that hard to make the items Account bound on equip. Or just make them unsellable. They are suppose to be legendary they should have to be earned anyway.
Does your 5 skill have two arrows around the skill?
if u ask me the monks are the most OP. But with any encounter of this size its best to mob em and aoe em to death. Guardian GS 5 is a good way as is LOSing them behind a pillar or two.
Projectile reflects/blocks are your friend. Swirling Winds, Wall of Reflection, Feedback, Shadow wall, Magnetic Wave, Mes focus skills if traited, Whirling defense, daggerstorm……ect ect
Other then using those correctly time your dodges as best as you can, and rally off wolves when necessary.
the only thing that should change about vengeance is its cast speed. Make it an instant cast and your good to go.
just what we need bunker eles to be able to put 10 points in earth too. haha.
Ctrl+Mouse 2 on your 1 skill.
im gonna assume one of the following:
A-They already have a thief and would prefer class diversity to cover eachother better
B- They lack a heavy armor class and would like someone who can eat a bulk of dmg and since 50% of warriors are glass they ask for a Guard who is rarely glass.
C- They believe guardians are a huge key to success past FotM 20+
D- They are ignorant
i fail to see the problem
If you say there shouldn’t be a condition cap, then likewise there should not be a boon cap. Thought 25 stacks of might warrior dungeon clears were lopsided? Well get ready for 50 STACK MIGHT COF RUNS.
No, I vote leave condition and boon the way they are. Obviously it is done to balance the game.
The diference being that not many classes can hit 25 might stacks by themselves and is generally a team effort to achieve this. Ele being the only exception i’m aware of assuming D/F, S/F, and maybe S/D. While on the other side of the spectrum Warriors, Necros, Thieves and Ele’s can all hit the bleed stack cap by themselves with relative ease. Ranger prolly can too but i haven’t played one in pve so idk. So with the current system if you bring any of the above 4 classes who are running conditions, bringing another one nets you nothing at all from a damage perspective. Not to mention if i can stack 25 strong conditions by myself, but we have a GS warrior who bleeds on crits, hes eating up my DPS just because hes eating my precious room for bleeds and theres nothing he can do about it as its a passive minor trait. Riffle users are no different.
Condition builds are just badly designed from a PvE standpoint, period. They’re next to worthless in Large scale events like dragons (You’ll be lucky to hit silver on dragons as a condition char while 2 HB nets you gold on most dragons) You have less overall DPS both short and long term then a comparable zerker build(and not just HB either pretty much any zerker set up) You can’t harm objects which are a key part of certain dungeons. You can’t take advantage of 10% dmg sigils for farming nor can u use the 5-10% dmg bonus of the Potent potions of X slaying. Conditions aren’t worth using in dungeons at all, and barely useful in open world.
hell no………….
Do u have your underwater masks runes? i believe they fixed the spvp gear carry over, but the masks were prolly looked over.
Sounds like a bug to me, although with the long CD its not nearly as abusable as it could be. Since portal resets on WP i presume this should too.
i run the same path everyday and get 4 ori nodes, 2 rich mith, 4 omnoms, and about 3 elder wood. I know theres more elsewhere but this tides me over since i do it on both chars and it only takes about 5 min on each. Where are you looking.
LMAO…..Don’t know what else to say. If hes OP cause he can trigger your traps and the necro isnt punished then i guess all pets are OP. better just get rid of those too….
I run D/F to tag, and its exceptionally good at it.
Start in Fire Burning Spd- all mobs tagged in the vincinity
Cast fire wall on other mobs (optional but easier)
Roll into the Fire either from burning speed or fire wall switch to earth mid roll
trigger weak churning, Cast Magnetic Wave, and arcane wave tags all mobs in the
vincinity again.
Switch to Water- Use Comet, then 3 then 2 for more mobs tagger
Switch to Air- Auto attack pop defensive Cd’s if needed.
Repeat. I also run ice bow if the area is i fine my Cd’s not keeping up. Only about one or two event that this happens. but i like the bow anyway.
i know you said the numbers are subject to change by 60% crit dmg for 25 might stacks would throw the game into chaos. my ele alone can stack 25 might, which means i could run knights/soldiers gear combo and be an unkillable machine that hits as hard as the current version of beserkers. All your doing is taking the “skill” outta playing class cannon. If i play glass im subject to dying in one to two hits. With your proposed change i could just stand there and eat everything while maintaining the same DPS. Your suggestion would also make some classes much more desireable then others. I.E boon stackers.