Just need GW1 lfg tool, let it be seen serverwide
Wish i could melee with my warrior :/
Dont have any chance to melee in dungeons.
I melee just fine, there are few fights where you really dont want to melee
Sticky, this, delete other useless sticky
Dungeon difficulty is fine imo, its hard and last night/this early morning yawn I really struggled to finish TA forward forward. It was the first time our guild did it and we didnt know what to expect. I enjoyed the challenge, our setup was no ideal, 2war, guard, ranger, thief.
What bothers me is no loot ever just drops, the excitment feel of actually downing a boss isn’t there and it needs to be. And im not talking tokens, tokens arent exciting, they are just a good form of progress.
Either Actual exotic armor needs to drop, soulbound on pickup deals, or Anet needs to find something exciting when you open that chest instead of, 2 blues and a green.
My point is, Anet while dropping loot isnt needed with how fast gear comes in this game, it is fun. Find something fun to drop (tonics arent fun either)
edit:
Here food for thought
Story mode, all bosses will drop 1 or 2 gear pieces for the classes that are there, not 1-2 for everyone, 1-2 total. No rolling in this game so no worries there, no check if you already have it. If your level 80 its the exotic version.
Explorable mode, maintain the tokens, no change.
(edited by Taerik.3405)
Some nice info to have from Anet before free server transfers are up would be a chart that shows server queue times for the 4 battlegrounds across a 24 hour period.
There are people that want to win, and then people that want to play, give 1 more week of free server transfers anywhere with this information available. Then after that
Maintain free transfers to low queue time servers
800 Gems to higher queue time servers
I transfered to BG about 4 weeks ago to be in a friends guild, and just last night got into W3, this is everything I ever wanted when Funcom sold me age of conan, im not ever looking back. Fights are fun, but the way the scoring system is whoever gets an early lead has a huge unfair advantage.
I feel the scoring system needs to change,
There either needs to be a maximum amount of points that the servers fight over, or there needs to be a threshold that if you go above in points, you have to fight to not go down in points instead of continuing to go up.
When servers get a large point lead, its like the failed king of the hill change in guild wars 1, the other guys have zero chance of winning. A server ought be able to secure victory in the first few days imo.
On a more fun note, I look forward to seeing yall tonight, Ill be that crazy warrior from [Sir] you see jumping into your zerg and going nuts
I agree it sucks that they take up a spot in the queue, but they leave when they are done, its not like they go afk, or troll the server and hide in a keep and refuse to fight.
The only map ive ever felt had ridiculous Queue times is eternal
Mapping wvwvw is easy if you dont want to fight. Check the map, see what places your server owns. Map the castle/keeps/towers first, as you need to own them to get the point, so if your server has those get them right away. Camps you can just run through.
In 30 minutes, i fully explored 1 map, and got more than 50% on the other 3 without having to fight anything, I’ll wait a few days, try the other maps again, and then when the servers reset Ill try again then too.
Although I enjoy wvw when friends are online.
Any of you geniuses ever plan to make one of these? Something like a drag and drop I’ve seen in other games is much needed for min/maxers
I’ve been writing an excel file to do this for me, but I cant do anything as awesome as I’ve seen in other games, like http://aoc.is-better-than.tv/armory.php
Also, i dont know how base stats on armor translate into certain things, like health, armor, crit chance. If anyone has info on that stuff maybe we can start a community project to get one of these set up for the chosen profession (warrior of course)
Wow, this is great, ive been leveling a warrior, and have been building it as a support tank
I have actually leveled witha very similar setup to 62 already
I have been trying to prioritize, condition damage, precision, toughness (since i have so much vitality from traits i dont feel I need it no gear) for dungeons
Im not seeing anywhere near the same amount of healing you say you get on your shouts however
6 months, either a full expansion (for first 3 cycles) or after that smaller content updates
6 months is a good timeframe
huttball would be awesome for an esport
I liked GW1 system of hexes and enchantments better that i like most games full on player CCs
Bring back the mursaat
Downscaling players is great
NOT upscaling the rewards/loot to the players actual level (most importantly, karma) is what keeps people in cursed shore
This is a observation about downscaling, not a gripe or complaint, just a question and suggestion, please keep fanoi flaming and other nonsense out of the discussion.
I’ll preamble with GW2 is incredibly well done, and I am very pleased that the carrot in this game is skins and not stats as was with GW1, however, part of your endgame is either not what you led me to believe, or not as you intended.
You get gear in one of three ways.
Dungeons
Gold
Karma
The first two are working great, even the first dungeon, AC is still worthwhile for a lvl 80 to do, and downscaling works here, gold rewards are easy and obvious, just play the market for a few weeks, and anyone of any level can do this.
Karma rewards however… Pretty much because of the way downscaling works and everyone needing massive amounts of karma, the orr zones, specifically cursed shore is pretty much the only endgame lvl 80 zone, there is no point to go back to the other zones (as I feel anet wanted me to think the entire game was endgame due to downscaling) because the Karma rewards are not worth doing the DE chains compared to Cursed shore.
For example, a VERY well done encounter, the fire shaman in iron marches. Why would anyone ever do this event. For all the raiders who love scripted fights, this is a great one, it takes about 30 minutes to down, he has 3 stages of the fight, and each one is different, between stages you fight a giant fire elemental. If you dont dodge his VERY obvious 1shots, then you get 1shot. Exactly what a boss fight should be…… however the rewards for your half hour of real effort downing the boss, 150 karma, (mediocre xp and a silver). This should at the very least have a chest at the end.
My point is, downscaling players is GREAT, it keeps encounters from being trivial and makes the entire game PLAYABLE by a max lvl max geared toon, which is great. Kudos anet really, but because the rewards are not upscaled to be on par with cursed shore, vew few will ever both doing these zones for leveling or map completion.
You can see it already, the starter zones, and orr zones are packed all day, the rest of the world is a solo player game usually.
Consider upscaling rewards to player level in addition to downscaling players to keep it challenging, or the awesome world you designed will be very empty aside from a handful of zones. A lot of really neat DE chains go completly ignored
Yes but,
DR. AND waypoint costs?
DR AND WvWvW causing repair costs?
DR for dungeon rewards
None of these are hurting bots
It is just there to make me sad
The holy trinity was in fact removed in the sense there’s no class with specific roles, however it was replaced with
Tank (nearly any class can do, however no Aggro tools exist)
Support ( all classes can do via utility slots that CAN BE SWITCHED ON THE FLY BETWEEN FIGHTS)
Dps ( all classes can do)
That is a new and BETTER trinity as it takes more active and aware gameplay, healing is still needed, but damage reduction/avoidance skills are all but required support now, and you just heal the little bit that gets through. The dodge mechanic is great for non-tanks to avoid damage until the Argo gets back on a tank.
Yes I’m aware the holy-trinity is gone and my theory crafted setup reflects that. The news flash for guild wars 2 is that you dont need to search endlessly for a specific class since all classes can respec easily and perform most roles, minus the healer, I’m so happy the healer archetype is dead
(edited by Taerik.3405)
I’ll enjoy dungeons more when people stop trying to ALL be the dps glass cannon.
What should happen in my eyes …
2 tanks
2 support
1 dps
2 tanks because 1 there are No Aggro tools in this game so you need another guy up front to try to catch the mob on his all to frequent Argo swaps, and 2 to spread out the damage absorbed since there is a lack of decent direct heals in favor of groupwide support.
( ideally for me a banner war and a guardian would be up front, guardian because of his natural tackiness and he poops healing and support, and banner war because of the insane amount ofcombo finishers a war has and banners are OP ) (ironically the 2 heavies are tanking )
2 support oriented guys
( ideally a Mesmer and a engineer, Mesmer because of ether combo fields, illusion of life, feedback, and time warp, null field for conditions, or phantasmal disenchanter, swap what you need between fights, anet made that easy to do, engineer, mostly because of elixer gun, the#1 skill is permaweakness and bleeding, the #5 skill is a light combo field, thus FREE healing and condition removal, between these 2 guys that’s a lot of conditions and almost max stack of bleeds,)
( with these and the war/guard, you have the mob permanent weakness, frequent or perma protection up front, and frequent sources of AEGIS or blind)
Lastly just 1 glass cannon, and he can spec some decent utility also if he wants,
My theory is damage reduction first, healing second (gw1 protection prayers ftw)
Things at 80 would be easier to do without the absurd travel fees…. Just sayin
One of the best things about gw1 was the free travel anywhere, now I feel I have to walk to every zone, even when the cost is trivial.
At least 1 waypoint per zone ought to be free.
I
Waypoints inside towns should cost nothing, I shouldnt have to pay to move from town to town.
Mid zone travel should cost money
Last night I fought a level 45 Veteran as a level 41 Warrior. Not truly taxing as a DE boss, but I managed to kill it while pulling 2 adds and never let my health drop below 3K (currently have 6K).
I am finding this game is truly teaching me how to fight and take as little damage as possible. I constantly switch between range and melee, never staying still (I have topped using GS so I can be more mobile), and using my utilities as much as possible. It really is satisfying to kill a tough opponent in this game as you always earn that kill.
However, the 1 shot stuff has to go, or limit it to be rare and easily determinable no matter what.
As a warrior, (and I generally go sword/mace and hammer or axe/mace and hammer) I usually have no isssue with world mobs, Im up to lvl 52 and I rarely die in open world pve, even when facing veterans and champions, they just take longer to kill.
The issue is that WORLD mobs dont 1 shot you and are fine, dungeon mobs and a few event mobs do 1 shot you and they punish being melee, it is a bad system. I’ve started a mesmer in frustration, though I still intend to level the warrior to 80 and use him, just no longer as my main.