/s
/s
nockbacks and druid healing and they automatically despawn after so long
/s
Thing is, when taking 1 chronomancer in a party, you want more than 100% quickness uptime for 5 people, you want 100% quickness uptime for 10 people. Presuming you don’t have a chronomancer in a specified party, quickness will be shared over all 10 people, so you’ll want as much as you can get.
Actually that’s a good point. Why you make me spend all my gold on chrono runes and expensive sigils : ( Actually, one thing to note is you wouldn’t be able to rely on the 50% boon duration, and it’s just RNG on who get’s the quickness and who doesn’t.
Also, just a general question at no one in particular, I presume the shield phantasm effects 5 players?
/s
(edited by TheFrighteningFrenchFry.3275)
For you to get your results WoR would have to have at least a 1.6 cast time, including the times you have quickness when you pop it.
Was surprised too, but this was from practical test. Idk, mb I did something wrong.
Did you test it? Asking because wandering if only me get such result.
Yeah, did some tests and it was longer. It’s probably a combination of the cast time and then the time it takes for you to finish the current attack you were doing when you pressed the well. Fortunately, if you go with illusions, this isn’t a setback. Really think illusions is the way to go.
/s
(edited by TheFrighteningFrenchFry.3275)
PvP can get them money though, via sponsors and stuff. I mean I suppose raids could too but I don’t think people would be interested in competitive PvE raiding :p
Highlighted the important word in there : )
Pvp can get 200 000$ or more sponsored money per tournement? don’t think so. Steve fowler is throwing with money in the hope it will create something that ‘later fix’ his debt issue, but the conclusion later will be that it’s wasted money, that should not have been spend on tournement (at least not that much).
I dunno who that is. But you’re missing the point. The POTENTIAL revenue from PvP is apparently worth it for ArenaNet to invest money and resources into it.
That is all I was saying, even if it’s a small portion of the player base, they still see it as a way to possibly make money.
And the POTENTIAL increase of players do to raids apparently is worth it to ArenaNet. See how this works? xD
/s
Just a quick sanity check here…
Here’s basically the rotation I do in an optimal situation. CS, wells, time warp, ToT, CS, wells, ToT. I’ll use ToT 2 more times before my next full rotation, and I’ll use the well of action 1 more time before the next full rotation.
In total, this is 4x ToT, 1x time warp, 3x well of action.
4x tides of time: 8 * 1.5s = 12s
1x time warp = 11s
3x well of action: 3 * 3s = 9sTotal: 32s quickness.
CS cooldown with illusions and alacrity = 40ish seconds
32s * 1.5 (rev facet) = 48s
So with absolutely no boon duration outside of the facet, no chrono runes, and no boon sharing, you can easily have over 100% uptime on quickness on a full 5 person party. Granted, this requires a nearly perfect rotation, but that’s not too difficult to pull off if you’re tanking. I don’t really see the point in pushing boon duration at all considering this is this case.
How are you getting 40 seconds on CS? With illusions traited and perma alacrity, it’s a 46 second CD, and you have to take into account the time spent in CS. Am I missing something?
/s
PvP can get them money though, via sponsors and stuff. I mean I suppose raids could too but I don’t think people would be interested in competitive PvE raiding :p
Highlighted the important word in there : )
/s
It’s not even that challenging to be frank. The first time that I did it, I felt it was like “baby’s first raid”. I’m not saying that it is not fun, which it is, but it’s no more difficult then what fractals are before you know the mechanics.
Difficulty is measured by a percentage of the player base that can/has completed it. Honestly with how few people I hear that have beaten it, or are even continuing to try, it makes me wonder how much further they can go with it. Why develop something for that small of a population, it seems to not make much sense from a business standpoint; why put resources into something for only a small group of your customers.
I’m not saying it should be changed, or they should stop, I just think based on current metrics, it’s a poor investment :p
What you say is true. However, Anet said they expected only a small percentage of players to ever complete the raid. That would be fine if there were enough other content to keep everyone else satiated, but there isn’t.
So then will they really maintain content creation for such a small percentage?
So they really spend thousands of dollars for only a few people at the top of PvP?
/s
The people buying large amounts of gems are not and never will be the same people that can do raids.and by marginalizing the people who are the life blood of this game anet have committed economic suicide.
I buy lots of gems,
I raid…
I also WvW and PvP,
your point?
His point is he doesn’t like raids so they shouldn’t exist but he can’t out right say that.
/s
Fractals and dungeons had a “meta”, and yet the game isn’t destroyed.
The difference between meta and non-meta was/is clearing speed, aided by the almighty stacking.
Almighty stacking? Is this you nemesis? Hello? You get a second account? Lol. There will ALWAYS be a meta. The “meta” is basically just a guideline on what’s efficient for certain content. The other guys solution to this, er, problem ( at least it seems according to him ) was to just not have raids it seemed. The only way for a meta not to exist for a certain game is for the game to not exist. The best you can do is try to give as many classes as possible useful stuff for different content, but class balance isn’t easy when the people at anet balance PvP and PvE together. So the problem isn’t raids at all.
/s
Raids will destroy GW2, because raid people now only want a certain (very select few) of classes in the raid.
That’s not true at all.
What’s not true? The fact that people now just go in raids picking few classes/builds just because pseudo-meta? Even if there’re better alternatives?
Fractals and dungeons had a “meta”, and yet the game isn’t destroyed.
/s
If when you come out of CS you place WoA before your other well or do anything else you can get that 5s+ down to like 2 seconds but that is a good point.
I did spam WoA off CD and still at 5s+ gap from 2nd CS ready to 5th WoA ready (to start new cycle). Dom+Duel+Crono, WoA+WoR+SoI, permaalacrity. Tested it outside of battle.
You got another result?
For you to get your results WoR would have to have at least a 1.6 cast time, including the times you have quickness when you pop it.
/s
Good to hear.
Though you will not fit 4 WoA to CS split rotation w/o mimic or w/o stretching time window of rotation by 5s+ on practice (iirr).
Curious would be swap Dueling for Illusions dps loss/gain/equal (mesmer-only dps wise)
If when you come out of CS you place WoA before your other well or do anything else you can get that 5s+ down to like 2 seconds but that is a good point. As for dueling vs illusions, IDK, but I’d take illusions just to make sure you have enough quickness.
/s
100% quickness uptime w/o runesn and w/o shield? What is the sequence?
You get 4 WoA and 1 TW every CS rotation. That’s 23 seconds of quickness without boon duration. With 80% boon duration ( food and utility nourishment and rev ), that goes to 41 seconds of quickness. So to get permanent quickness up time you need to get 17 seconds of quickness from 4 SoI which is do able. I did forget earlier tho the time spent in CS, so taking something like illusions would be probably a good idea.
/s
(edited by TheFrighteningFrenchFry.3275)
So like, are they dwarves from the mists, or are they misty dwarves, oorrrr…and also are they stone dwarves or………
/s
regarding the timer – doesn’t it promote dps over tanking (zerker meta over a more attrition based playstyle)
true, you’ll want condi damage as well as direct damage, but the timer really does rule out a bunch of playstyles, and pushing it towards a viper/zerker meta isn’t much better than the old pure zerker meta.
So you make that seem like a bad thing? The game isn’t going to be 4 nomads just smashing there healing buttons randomly to beat a boss while they take like 2 damage. This is the reason why timers exist, so raids don’t become like this: https://www.youtube.com/watch?v=0anv1XswfIc
/s
Actually a update. You don’t need leadership runes to get 100% quickness up time. And if you really want more quickness for some reason you could just swap out either domination or dueling.
/s
Actually a update. You don’t need leadership runes to get 100% quickness up time. And if you really want more quickness for some reason you could just swap out either domination or dueling.
/s
Actually a update. You don’t need leadership runes to get 100% quickness up time. And if you really want more quickness for some reason you could just swap out either domination or dueling.
/s
Good:
- Challenging, unique fights
- New builds and roles instead of zerker/sinister only
- People need to work together (adjust builds to match the team comp/boss, communicate on TS)
Bad:
- Lack of proper LFG option
This really needs to change. It sometimes takes hours (!) to find a group. A lot of people don’t have the time for that so they completely ignore raids.
- Timer
It makes the fights slightly more challenging but the group usually fails because people don’t dodge or position properly. I would keep the timer but instead of being a group wipe (the reason why PuGs fall apart) it changes the rewards:
The faster you are, the better the rewards. If you take too long you don’t get any rewards (to prevent face tanking the boss).
This way more people could complete raids once they can play their profession properly and understand the mechanics of the fight. On the other hand it wouldn’t punish better players because they’d get better rewards. Maybe add some achievements or a leaderboard tied to the timer.
- Rewards
What spoj.9672 said ( https://forum-en.gw2archive.eu/forum/game/dungeons/Name-3-things-good-and-bad-about-Raids/first#post5800486 ).“* Timer
It makes the fights slightly more challenging but the group usually fails because people don’t dodge or position properly. I would keep the timer but instead of being a group wipe (the reason why PuGs fall apart) it changes the rewards:
The faster you are, the better the rewards. If you take too long you don’t get any rewards (to prevent face tanking the boss).
This way more people could complete raids once they can play their profession properly and understand the mechanics of the fight. On the other hand it wouldn’t punish better players because they’d get better rewards. Maybe add some achievements or a leaderboard tied to the timer.”Just want to address this in your post. It’s already like how you suggested it to an extent. If you fail, you still get rewards, but if you manage to beat it you get better rewards.
Good point. Maybe I should’ve explained this a little more.
The rewards aren’t the important part when it comes to the timer (that’s why the 3rd point is “rewards”). I only mentioned it here because the changed timer shouldn’t punish better players.
The main reason why I want to change this is because there’s no progress for worse PuGs other than farming the weekly shard cap. You won’t get past certain bosses because of those timers and therefore don’t have a chance to experience the entire content/story. This would be very frustrating and give them less incentive to try the next raid. Thinking about it, they would also need to make sure those PuGs could get past the Gorseval DPS breakpoints. Otherwise they’d be stuck there too.
The entire point is to make the raid challenging but possible for a lot of players while rewarding those who do better.
But that’s what fractals and dungeons are. Anyone can do them, but if you do them faster you get better rewards. Raids are supposed to be there to scratch the itch for those wanting a challenge to beat the boss rather than, how fast can we get the rewards?
Fractals and Dungeons are pretty much dead atm meaning only raids are left as endgame content. People want to play the new content and get the new rewards (and legendary armor in the long run). Besides that there won’t be any new dungeons anymore but Anet will add new raids in the future.
The changed timer would mean the bosses are still challenging since it doesn’t change the mechanics in the fight. There’s also the time limit for rewards meaning those who can’t beat the boss now don’t get the rewards. They will see other parts of the raid/story though which leads to less frustration and therefore a bigger raiding community.
To sum it up:
It doesn’t change anything for good raiding guilds, gives rewards to those who deserve them and gives worse PuGs the chance to experience the entire content. In the long run it should improve the raiding community.
I think your idea would be alright if the no rewards timer was equal to the current timers. Oh, and if the title thingy or whatever was only if you do it inside the timer and IDK if there would be anything else. And as for fractals being dead, they are in a pretty sad state but they sade they would continue to update them. And dungeons are dead, but that’s because they give not so good rewards unless you have a experienced group, but in that case those people are normally the people wanting to raid.
/s
(edited by TheFrighteningFrenchFry.3275)
Good:
- Challenging, unique fights
- New builds and roles instead of zerker/sinister only
- People need to work together (adjust builds to match the team comp/boss, communicate on TS)
Bad:
- Lack of proper LFG option
This really needs to change. It sometimes takes hours (!) to find a group. A lot of people don’t have the time for that so they completely ignore raids.
- Timer
It makes the fights slightly more challenging but the group usually fails because people don’t dodge or position properly. I would keep the timer but instead of being a group wipe (the reason why PuGs fall apart) it changes the rewards:
The faster you are, the better the rewards. If you take too long you don’t get any rewards (to prevent face tanking the boss).
This way more people could complete raids once they can play their profession properly and understand the mechanics of the fight. On the other hand it wouldn’t punish better players because they’d get better rewards. Maybe add some achievements or a leaderboard tied to the timer.
- Rewards
What spoj.9672 said ( https://forum-en.gw2archive.eu/forum/game/dungeons/Name-3-things-good-and-bad-about-Raids/first#post5800486 ).“* Timer
It makes the fights slightly more challenging but the group usually fails because people don’t dodge or position properly. I would keep the timer but instead of being a group wipe (the reason why PuGs fall apart) it changes the rewards:
The faster you are, the better the rewards. If you take too long you don’t get any rewards (to prevent face tanking the boss).
This way more people could complete raids once they can play their profession properly and understand the mechanics of the fight. On the other hand it wouldn’t punish better players because they’d get better rewards. Maybe add some achievements or a leaderboard tied to the timer.”Just want to address this in your post. It’s already like how you suggested it to an extent. If you fail, you still get rewards, but if you manage to beat it you get better rewards.
Good point. Maybe I should’ve explained this a little more.
The rewards aren’t the important part when it comes to the timer (that’s why the 3rd point is “rewards”). I only mentioned it here because the changed timer shouldn’t punish better players.
The main reason why I want to change this is because there’s no progress for worse PuGs other than farming the weekly shard cap. You won’t get past certain bosses because of those timers and therefore don’t have a chance to experience the entire content/story. This would be very frustrating and give them less incentive to try the next raid. Thinking about it, they would also need to make sure those PuGs could get past the Gorseval DPS breakpoints. Otherwise they’d be stuck there too.
The entire point is to make the raid challenging but possible for a lot of players while rewarding those who do better.
But that’s what fractals and dungeons are. Anyone can do them, but if you do them faster you get better rewards. Raids are supposed to be there to scratch the itch for those wanting a challenge to beat the boss rather than, how fast can we get the rewards?
/s
Good:
- Challenging, unique fights
- New builds and roles instead of zerker/sinister only
- People need to work together (adjust builds to match the team comp/boss, communicate on TS)
Bad:
- Lack of proper LFG option
This really needs to change. It sometimes takes hours (!) to find a group. A lot of people don’t have the time for that so they completely ignore raids.
- Timer
It makes the fights slightly more challenging but the group usually fails because people don’t dodge or position properly. I would keep the timer but instead of being a group wipe (the reason why PuGs fall apart) it changes the rewards:
The faster you are, the better the rewards. If you take too long you don’t get any rewards (to prevent face tanking the boss).
This way more people could complete raids once they can play their profession properly and understand the mechanics of the fight. On the other hand it wouldn’t punish better players because they’d get better rewards. Maybe add some achievements or a leaderboard tied to the timer.
- Rewards
What spoj.9672 said ( https://forum-en.gw2archive.eu/forum/game/dungeons/Name-3-things-good-and-bad-about-Raids/first#post5800486 ).
“* Timer
It makes the fights slightly more challenging but the group usually fails because people don’t dodge or position properly. I would keep the timer but instead of being a group wipe (the reason why PuGs fall apart) it changes the rewards:
The faster you are, the better the rewards. If you take too long you don’t get any rewards (to prevent face tanking the boss).
This way more people could complete raids once they can play their profession properly and understand the mechanics of the fight. On the other hand it wouldn’t punish better players because they’d get better rewards. Maybe add some achievements or a leaderboard tied to the timer.”
Just want to address this in your post. It’s already like how you suggested it to an extent. If you fail, you still get rewards, but if you manage to beat it you get better rewards.
/s
I don’t need stats, the “evidence” can clearly be seen by the popularity and interest for the raid.
I don’t need statistics, I can just take one experience ( mine ) with either my at best 5 guilds or the LFG not meant for raids and assume from that that raids are unpopular in the whole of gw2 and not simply my guild/guilds! Alrighty then! Totally sound logic.
raids are booming?
are there lines out the door to do them?
so most players aren’t waiting around to fill up 10 spots?
so most players aren’t waiting inside so they can fill up the spots from bailing players?
so where are all the forum threads saying how good and amazing and fun raids are, and how teams are filling up so fast that they are turning peeps away…?
I don’t give a hoot if you, or the 5000 out of a million players can run raids just fine, but we are talking small numbers who are participating regularly by comparison. And by those same comparisons seen in game, in lfg and by experience, raids are a failure in design.
You’re deluding yourself if you think raids are hot (pun intended) and have great participation numbers overall. Also, most players don’t give a crap about it and want it out of VB because groups of players are standing around doing nothing but taking up needed meta # space. But by all means keep thinking that raids, in their current form, are good and have a healthy participation rate. Raids will end up like dungeons and fractals, and legendary armor rewards won’t save them in the long run.
“so most players aren’t waiting around to fill up 10 spots?
so most players aren’t waiting inside so they can fill up the spots from bailing players?"
You don’t know what most players are doing. Hence you needing statistics which you don’t have. But my personal experience showed I couldn’t get a group! So clearly that must be everyone’s experience! Just because your guild/guilds aren’t interested in raids doesn’t mean there aren’t other guilds that are. But but but, my personal experience man! Clearly personal experience = everyone’s experience duh!
“so where are all the forum threads saying how good and amazing and fun raids are, and how teams are filling up so fast that they are turning peeps away…?
"
Think both Thaddeus and NovaanVerdiano took care of this. I’ll just leave this here in case your going to try and argue about your personal experience more: https://yourlogicalfallacyis.com/anecdotal
/s
(edited by TheFrighteningFrenchFry.3275)
I don’t need stats, the “evidence” can clearly be seen by the popularity and interest for the raid.
I don’t need statistics, I can just take one experience ( mine ) with either my at best 5 guilds or the LFG not meant for raids and assume from that that raids are unpopular in the whole of gw2 and not simply my guild/guilds! Alrighty then! Totally sound logic.
/s
(edited by TheFrighteningFrenchFry.3275)
Well viper engineer and glass cannon reve don’t even need to know how to dps because dmg is high even if you play like kitten
???
Yes even bad engineer does high dps because burning it brokenly op. Sure max dps require some mad compilcated rotation, but you can just smash keyboard and still do more dps than many other classes.
Don’t underestimate bad rotations lol
/s
(edited by TheFrighteningFrenchFry.3275)
+1k personal dps whole 55-90s with scholar? So mesmer doing like 8k-9k dps without scholar (personal dps, not counting phantasm)?
ya I think that person pulled a bunch of numbers out of thin air /shrug
Either way, zerker/assassins with leadership runes is the go to for raids OP.
/s
Well viper engineer and glass cannon reve don’t even need to know how to dps because dmg is high even if you play like kitten
???
/s
I didn’t know it was that hard to find 9 friends on the internet….
I didn’t know the raid would be so unpopular from day one… You’d figure there would be players dying to run this and stick with it while inside, but those are not the cases…
I never had a problem running raid content in another game, and within a matter of minutes I always had a full team ready to go… I also never encountered sitting around for long periods of time trying to replace members who quit…
I didn’t know you had statistics on how popular or unpopular raids are. Good for you!
/s
I have a small complaint about rewards.
Specifically to do with the magnetide shard cap. The cap is good. The problem is it caps magnetide shards on successful boss kills as well. I feel like the bonus shards from successfully completing a boss should still be granted and should be separate. So if you fail and cap at 105. You can still earn a few extra from succeeding. If you dont succeed then you only get 105 per week. This means players that actually clear the raid can get ahead of those that fail. Right now all players are rewarded almost equally regardless of success of failure. Unless you get lucky and get an ascended or unique item from the boss kills you are rewarded almost the same as someone who just farmed to fail constantly.
This kind of ruins the incentive and cuts the motivation to succeed.
Good idea.
/s
Farming the ire for Leadership is taking. While
Yeah it’s a pain to get 600 crystalline ore.
/s
Good:
1. Difficulty
2. Mechanics
3. Continuing to be updated in the future ( or so they say )
Bad:
1. gold reward could be a little better ( especially with all the food you use for a raid )
2. At least the first boss lacks any dangerous attacks you have to dodge quickly besides the blue circles. The raid bosses require organization and knowing what to do and working as a group, while fractals lack that but instead have fast attacks you have to react to very quickly ( or at least you used to before fractured 2.0 lol ). I think a combination is good, tho not always necessary.
3. reset weekly. Won’t be that big of a problem when more wings come out.
/s
Yeah, chrono tank is pretty good cause of all the blocks and evades especially with alacrity on. Just one thing to note tho with your build is boon duration is capped at 100%. So all that commander gear can be swapped to zerker/assassins since you get 30% from food, 50% from rev, and 30% from runes. And another thing is, you don’t need that much toughness to hold agro I don’t think. Only one or two pieces are needed, especially with leadership runes giving some toughness and the food. That, and illusionary inspiration would probably be better than Mental Defense. Also last I knew I thought sigil of air was better than sigil of accuracy. Otherwise a pretty good build.
/s
(edited by TheFrighteningFrenchFry.3275)
Everyone I know already gave up on it.
No skin can be worth spending 2 hours to find a good party and mashing your face against a wall 20 times for an hour or 2 until people start quitting.
Anet really lost focus and just tried imitating other mmos. Truth is it’s a huge disappointment, it’s just been made hard to hide the tiny amount of endgame instanced content HoT came with.
10/10
/s
Yes, raids will DEFINITELY destroy gw2. I just hate it, they make every single player in the game go do raids thus destroying the whole game for everyone. This is just another WoW clone now bleh this used to be a safehaven now anet went back on there word : (
/s
how exactly do they make you do raids? the rewards are entirely cosmetic.
/s = /sarcasm
/s
No assassins signet for the ending half. RIP. Redo required. Or below 50% HP. Me no like. : P
And no offense showing a high hitting skill isn’t going to show anything. The thing is, thief damage is alright, but it doesn’t really provide much other than that.
/s
EDIT: posted my second comment in the wrong thread xD
/s
er, why thieves?
/s
Why not both?
It sucks that there aren’t many Commander trinkets outside of Mordrem Loop (the achivement amulet) right now.
Boon duration caps at 100%. You get 50% from a revenant, 20% from food, and then 30% from runes. If your super rich you get 30% from food.
/s
zerker/asssassins with leadership runes.
/s
(edited by TheFrighteningFrenchFry.3275)
Assassins/zerker with leadership runes.
/s
(edited by TheFrighteningFrenchFry.3275)
Yes, raids will DEFINITELY destroy gw2. I just hate it, they make every single player in the game go do raids thus destroying the whole game for everyone. This is just another WoW clone now bleh this used to be a safehaven now anet went back on there word : (
/s
/s
When fractal leaderboards come out.
/s
I agree. And while we are at it we should also nerf the 50k DPS of mesmer along with perma 40 might and 6 stacks of aegis! Along with the portaling across the map every 10 seconds and the perma moa and 2,500 range on scepter auto attack that can apply 25-30 stacks of confusion and cripple!
/s
What was the group composition for each boss?
10 of these: https://www.youtube.com/watch?v=v6pnXc_Rp3k
/s
/s
So many anti-meta people think raids are what they’ve been waiting for when I really feel it’s the total opposite. People who oppose the meta will probably not be able to finish raids at all whereas they can do dungeons with really slow times and no down states.
Yep. Which is why the QQ is gonna run like never before. The question is can anet resist? Stay tuned for the next installment!
/s
Run rune of the scholar if your talking about PvE.
/s
Does SW still work?
You won’t find any chest trains, but running the meta a few times can net you a lot of rares, especially if you open the masterwork bags of loot and mystic forge the masterwork gear. From there you can salvage for ectos. You can make even more if you get lucky, but that’s the basis of where you’ll make your money.
Why no chest trains?
/s
Does SW still work?
/s
Verdint Brink, map breakout or intended?
in Guild Wars 2: Heart of Thorns
Posted by: TheFrighteningFrenchFry.3275
The place where there is a dust twister, to the west of the WP? There are bouncy shrooms that take you to the jumping puzzle.
No. There is two hero points to the west of the WP. The bottom one is the one I’m talking about.
/s
Verdint Brink, map breakout or intended?
in Guild Wars 2: Heart of Thorns
Posted by: TheFrighteningFrenchFry.3275
I didn’t even realize their were choppers until a day or two in. Yes, there are at least 3 legit ways into the canopy level, perhaps a few more. The most obvious one is the Magellan climb up to where the triple bosses spawn, there is also a jump pad near the Pale Reavers area, and you can also climb the vines outside the nobles area to reach some updrafts. And also, if you have unlimited gliding you can go up to where the Airship Parts are near the Magellan and glide to some more updrafts (but it’s too far otherwise).
Oh, well I found a way up to the canopy from around a hero point. The one west of Faren’s Flyer WP. You can glide to the outside of the structure from inside and climb up it. From there there’s some updrafts to take you to wherever. TY all for the help.
/s