Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
While FGS has pretty much become standard in the increasingly stale speedrunning meta, I don’t think straight nerfing it is the right way to go. For one, its use is very limited outside of PvE/door busting in WvW. A better thing to do would be to make enemies that aren’t dumb enough to stand in a fire trail that’s chunking their health for 400,000 in several seconds.
I love how this guy hasn’t come back with a response.
/endthread
That’s not 7 seconds because the video is faster. Like 3x or 4×. So it’s more than 20 seconds. Still, this video has nothing to do with Elementalist survability, only the synergy between 5 Elementalists.
That video is not sped up. If you look at the animation speeds of Lupicus they are entirely normal.
Why do people always complain about this stuff? I’ve never played a game where killing trash is rewarding or worth the time spent. Someone please enlighten me as to which game has rewarding loot drops from trash mobs.
Almost every single player RPG, and still many MMOs.
PSA: In almost every game ever made, skipping mobs is the quickest way to complete anything.
Not true.
/endthread
the point of ferocity is (beside consistency to other stats) the reduction of overall damage. this seems to be needed since speedruns in dungeons are way out of hand and dominated by full zerker equipments. balancing wvw was never the goal here and the meta will shift towards condi even more with the new gm traits.
BUT here comes the funny thing: the average speedrun party consists of mostly full zerker Warriors.
so Anet made the warrior king of everything and got a tanky as kitten damage dealer that hits almost as hard as full zerker thieves in PvE. so by reducing overall power/crit based damage the warrior will be better balanced for PvE – at the cost of rendering all other power/crit based classes uncompetitive.Anet, have you ever asked yourself why thieves don’t play D/D in PvP?
The bolded statement isn’t completely true. Dedicated speedrun groups stack FGS elementalists rather than warriors’ the meta speedrun comp uses only 1 warrior for banners.
One of the best things about GW2 is how nice people are, generally that is because from time to time you can come about some real jerks and Im not talking abou WvW, where you are allowed to be a mean #$!@ to your opponent, Im talking about this new group that has decided to make a proffit out of something that is free, namely those who sell dungeon runs for the city of Arah.
I know it shouldnt get to me, Im not going to be dumb enough to pay for bottle of water that is even more contaminated than the one coming out of the tap, but there are plenty of people out there falling for this dumb scheme and who, unfortunately, will veer away from those making the run just because its fun, which in turn its leaving a lot of honest to goodness people hanging out to dry.
Its not illegal, that much has been made clear by Arenanet, but its annoying and a clear sign of how many rotten apples there actually are trolling around in this great game.
My advice to people, steer clear of these leeches, create your own -FREE -groups and enjoy the game with people that dont care if you shot that arrow a second too early, or cast the wrong spell, its all about fun.
I know this has probably been said a dozen time, but I needed to get it off my chest.
But Lupicus is wayyyy toooo difficult for me! How am I supposed to get the Arah armor if I can’t kill lupicus plserino!
The crit damage nerf is mostly a PvE balance thing.
It does not require a targeted enemy. It procs on critical hit, so it won’t affect structures. If you plan to use stuff like fiery rush or reflect powerful attacks, it’s better to max % based damage sigils, but I think sigil of air will be a good choice when facing a wide variety of enemies that do not conform to a specific type.
I’ve been able to get lightning strike hits over 3000 damage, without full buffs. With a 50% proc chance using Weth’s math, it will proc about every 4 seconds. The damage can range from 1500 (low) to 3000 or more. I have not been able to test a sigil of air with 25 might and vulnerability and other boons, but I think hitting 3500-4000 a hit is very possible. I tend to average around 2000ish a hit if I am open world roaming with few to no buffs.
This means that the sigil of air should add around 375 DPS (low, with bad build/few buffs) up to 750-1000+ (high/max buffs and good build).
The new sigil of air will have a 3 second recharge, with a 50% chance on crit (assuming it is like the new sigil of fire). Any thoughts?
Isn’t it still super-terrible-crappy damage? Maybe the fire sigil…. hm.
Sigil of air does pretty decent damage, procs for 2400 on my half-buffed Guard.
The new sigil of air will have a 3 second recharge, with a 50% chance on crit (assuming it is like the new sigil of fire). Any thoughts?
You have to keep in mind that Air uses a sigil cooldown so can’t use stuff like Energy or Battle then.
Sure, it’s ok like Ruby Orbs.
In a solo situation, energy and battle are probably better. I would never attempt to solo Lupicus or the Risen Statue of Dwayna without at least one energy sigil. If you are in an optimal party, battle is redundant because you will generally maintain full might, and energy is not as important if you can kill bosses fast enough.
If you want optimal you can always keep replacing those sigils. Undead, etc. cost like 2-3 silvers each?
I had considered doing this, but keeping several piles of dungeon specific sigils across all my characters would get expensive pretty fast. I’ll probably try it once I have all my core ascended weapons finished and can afford to have one ascended weapon that can change sigils on the go.
You have to keep in mind that Air uses a sigil cooldown so can’t use stuff like Energy or Battle then.
Sure, it’s ok like Ruby Orbs.
In a solo situation, energy and battle are probably better. I would never attempt to solo Lupicus or the Risen Statue of Dwayna without at least one energy sigil. If you are in an optimal party, battle is redundant because you will generally maintain full might, and energy is not as important if you can kill bosses fast enough.
i’m level 40 ATM guardian and doing a 10/10/0/10/0
ruining with a GS and Sword+focus/torch.
Do not try 3 manning a dungeon at equal level unless you’re some god at the game.
What are your classes and what are your builds?
I don’t think 4.6% is a bad choice for a starting weapon set that can be used in most any dungeon and still be reasonably effective. It’s not very feasible to have an ascended weapon with specific sigils for every single dungeon until you’re swimming in resources (my core characters tend to have between 2 and 4 ascended weapons). If you have only one ascended mainhand and one ascended offhand, having one with force and the other with air doesn’t seem too bad.
(edited by TheKillerAngel.3596)
Figured I’d bump this thread up a bit. I think you are underestimating the damage on the sigil of air by a significant amount – my guardian with a 10/25/0/10/25 build, max active boons and 9 might can proc a sigil of air for 2400, and as boons diminish it goes down to about 1700. With full might I expect that I would be hitting for a several hundred more points on the air proc. So, under ideal circumstances it’s going to be adding quite a bit more DPS than what Wethospu estimated.
10 80’s all geared. I will probably only get full ascended items for my human warrior, mesmer, human thief, and guardian.
No, we need an interspecies relationship between two transgendered characters. Gives those sexist heteronormative pigs something to think about.
Any pug group that insists on filling itself with warriors and guardians is really too stupid to know how to play. Warrior/Guardian is so last year. The current optimal speedrun comps involve putting in as many FGS eles as possible, with 1 warrior max for banners. If reflects are needed, take a mesmer or guard, if not, a ranger might be the next best choice.
Here’s the insight of a hardcore dungeon runner: Stacking/LOS is simply the most efficient method of killing enemies that are too stupid to not “stand in the fire,” so to speak.
This is the sad truth of it.
Would you agree that most dungeons have devolved into knowing skips and stack spots, interspersed with occasional reflects?
And do you think that is all this game’s dungeon content could be, given the dodges, evades, invulnerabilites, interrupts, mobility, control, ranged, teleport and combo mechanics that the game possesses? I know some of these^ are used in stacking, but in generally low amounts.
Quite a few of those things you mentioned are actually used in a lot of high end speedruns.
Here’s the insight of a hardcore dungeon runner: Stacking/LOS is simply the most efficient method of killing enemies that are too stupid to not “stand in the fire,” so to speak.
This thread reeks of casualness.
in Battle for Lion’s Arch - Aftermath
Posted by: TheKillerAngel.3596
Please don’t delete them!
You can hold on to your extra blade shards, as the team will be adding something later which will allow you to convert the shards to something of value. Dev will be announcing more on that later. Thanks!
Seriously? How about an earlier notice than this?? Abotu an hour ago I cleaned out out 15 stacks of shards and about 10 of the belongings as I had finished my Dynamic Back piece, and now you say they are worth something? Can I open a ticket to have them restored?
Why would you delete stacks of found belongings? You can turn them in for tomes, obsidian shards, etc.
There is no difference.
in Battle for Lion’s Arch - Aftermath
Posted by: TheKillerAngel.3596
I have been on Blackgate main and not a single person in map has received loot from successive runs of the Assault Knights.
I have been on Blackgate main and not a single person in map has received loot from successive runs of the Assault Knights. This is definitely a bug.
in Battle for Lion’s Arch - Aftermath
Posted by: TheKillerAngel.3596
One advantage of the holo attacks not breaking aegis is that the Unscathed Contender trait for Guardians becomes really, really good. It’s like free 20% damage.
in Battle for Lion’s Arch - Aftermath
Posted by: TheKillerAngel.3596
In the current patch.
It would make more sense, and create more urgency, if completing them (or failing to complete them) had a greater impact. It doesn’t make sense to me that the Molten/Toxic/Aetherblades can deploy miasma willy nilly without any ill effect on us.
Scholar runes will yield equal DPS if you can stay above 90% HP 25% of the time, and if you can stay above 90% for a longer period the DPS will increase more and more.
“Fixed an issue in which the Powerful Potion of Slaying Scarlet’s Armies was causing players to take additional damage from Scarlet’s forces.”
-From the latest release notes.
Does this fix apply to other types of potions, e.g. Inquest, Undead, Dredge, and it does it apply to the lesser grade variants of them?
I got the impression it was an ad hoc warband feeling, and not a sexual thing. He and Rox are both outsiders to an extent and have been depending on each other in battle for quite some time now.
I don’t think it’s a sexual thing either, but BROham’s tone really gives the vibe of some jealous lover.
Upon hearing that Rox is 1 mission away from joining the Stone warband.
Wow. Such surprise. Very intrigue. Did not know Braham had a thing for big cats.
Elite druid for sure. Moar skimpy medium armor hue.
…if most of the bosses have very painfull attacks reserved for punishing of the cowardly ranged toons?
Ranged weapons are weaker than melee in this weapons because ArenaNet has not figured out another method of keeping both weapons balanced in a PvP environment. This game’s balance mostly revolves around PvP, while the game’s content mostly builds on PvE. I find it a somewhat odd arrangement.
Sure, I’ll take leader status. I have been spending a bit more time on League lately but will try to get on more GW2 this week.
The joke
<====
Everybody else in this thread.
I’ve sent out a bunch of invites. If you want to get Arah runs going and are new, take some time to set up a run and ask some of the more experienced members for guidance.
Two different potions, actually. I think it might depend on the path. The bosses tend to be Svanir while the trash is often icebrood, so I’d consider Svanir potions better.
It’s healing, toughness, and power. Power is still a useful stat. Instead people should be making fun of Settler’s (Toughness, Condition Damage, Healing Power), Giver’s (Toughness, Boon Duration, Healing Power) or Magi’s (Healing Power, Precision, Vitality). Those 3 item types are probably the most useless in the game for PvE, far more so than cleric’s.
Relevant:
In the world of Street Fighter competition, there is a word for players who aren’t good: “scrub.” Everyone begins as a scrub—-it takes time to learn the game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, that one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game before he’s chosen his character. He’s lost the game even before the decision of which game is to be played has been made. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevent him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. In Street Fighter, for example, the scrub labels a wide variety of tactics and situations “cheap.” So-called “cheapness” is truly the mantra of the scrub. Added commentary: In Guild Wars 2, the scrub considers tactics such as stacking, pre-stacking might, running full berserker gear, using reflects, and meleeing bosses “cheap.”
…
A common call of the scrub is to cry that the kind of play in which ones tries to win at all costs is “boring” or “not fun.” Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns.
Can someone explain what is the difference between group and dungeon creator?
I thought that both are the same and it is the one that creates the new group on LFG.
The person who opens the dungeon “owns” the instance, and if they leave party or change characters it will end the instance.
(edited by TheKillerAngel.3596)
SE1 can be done in 4 mins. http://www.youtube.com/watch?v=1kmlXw09Rro
CM P3 can be done in 5 mins. http://www.youtube.com/watch?v=DBvkUw6Lx54
TA up path can be done in 8 mins. http://www.youtube.com/watch?v=fKVAR8tSkrw
It will take longer with unoptimized groups but these are generally easy/fast dungeons.
You’re gonna compare this to an average pug? Heck, with an optimized organized group like that you can even do Arah p4 in 10 minutes.
The best dungeons for an average group are:
CoF 1, 2
SE 1, 3
Hotw P1
TA Up
CoE all paths
Arah p2
AC 1,3 (p2 sometimes bugs at the end, where you either have to leave the instance, or lure mobs and kill the npc. Which takes forever cause the NPC is the best tank in the game for some reason)
Arah p2 can be a pug destroyer at alphard now.
SE1 can be done in 4 mins. http://www.youtube.com/watch?v=1kmlXw09Rro
CM P3 can be done in 5 mins. http://www.youtube.com/watch?v=DBvkUw6Lx54
TA up path can be done in 8 mins. http://www.youtube.com/watch?v=fKVAR8tSkrw
It will take longer with unoptimized groups but these are generally easy/fast dungeons.
Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5
—I’m curious how a bad dodge gets punished harshly when you can just dodge again? Also Thief has Infiltrator’s Strike which allows by-passing most of the attacks very easily.
Anyways I agree with Dub. Can you really say some class has a truly hard time?
Miss a kick = dead. Miss a swipe = dead. Of course, good players don’t get kicked or swiped in the first place. But if you double dodge under him in phase 2 a stray projectile can still 1 hit you. Also, missing a dodge on the lifesteal can kill you if you aren’t at 100% hp.
Figured I’d get a discussion going. Difficulty is rated out of 5. Here are my thoughts:
Warrior: Easiest by far. Access to lots of evades, blocks, stability, and damage mitigation. Fast weapon swapping allows for solid damage and evasion, and burst skills give endurance regeneration on demand. Healing signet offers good sustain. Verdict: 1/5
Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5
Ranger: Sword auto locks you to the target, which is a bad for dodging. Greatsword offers good defensive utility but the DPS is equal to or lower than shortbow’s. Axe offhand is alright at reflecting during phase 2. Good access to stability/invulnerability if you trait for it. Verdict: 2/5 to 5/5 (depending on weapon)
Mesmer: Lots of evades and permanent vigor, though blurred frenzy is sometimes delayed. Excellent damage in phase 2/3 with reflects. To maximize damage, however, you sacrifice a lot of convenience. The mantra heal is very slow to cast and heals for a small amount, while stability comes in tiny bits. Verdict: 2.5/5
Guardian: Lots of blocks, which can help if you are out of dodges. Low HP pool means that like the thief, getting hit by some attacks will 1 shot you. However, you can trait permanent vigor, which substantially helps. Low cooldown, AoE stability can save groups under a bubble, and access to reflects shortens phase 2/3. Good damage with sword/greatsword. Verdict: 2/5
Insights on other classes would be appreciated.
(edited by TheKillerAngel.3596)
If you are online and I am online I don’t mind taking you through any path. Be advised that some paths are longer than others.
It makes no sense to discuss this with people, that are blinded by their own greed.
It makes them unable to see in, that that what they do, is in fact ruining the game.And postings like those from Noobgood disgust me. It clearly shows what a kind of person people are, that post stuff like this.
People that don’t care what happens with a game, as long they can make as much profit out of other players as possible and can abuse systems in a game so much they want, as long their are just standing in some kind of dev made “grey zone”.The only real shocker to me far more than people making profit out of other players, because of the game being too grindy in the aspect of dungeon rewards is, that Anet seems to absolutely not care a slightest bit about this situation that ruins any social aspects of the dungeon gameplay.
Instead they call it simply a gentleman’s agreement and everything is love, peace and harmony directly?? Problem solved, right??No, thats absolutely no solution that packs the issue on its root and eliminates it.
Its just only a fake solution to me.The real solution of this problem can only exist, if as said the grind of dungeons get removed, so that people will have no “need” anymore to make use of people, that doo all the work for them so that they can get very quickly the needed tokens and greedy dungeon sellers profitate from such huge profits like said 180G a day just from constantly selling Arah Paths…
Dungeons and their rewards should motivate players to play together and not motivate to abuse internal as like external tools, just to maximise their personal greedy profits !!
If you play just a game to maximise profits, then I suggest those people to play Games like Monopoly, but not GW2 – a MMORPG, that should live from its social gameplay and promote it also.
Dungeon Run Selling absolutely promotes ZERO social gameplay.
Its just everythign based on 1 single personal question:How do I make at any cost as quick as possible much money?
If Dungeons would promote social gameplay, we would see not Anet taking their heads into the sand like scaredy cats and changing the issues of the game into fake solutions, no, they would do somethign against this and rework the dungeon rewards so, that people really want to do the Dungeons together and that there simple won#t be ANY SINGLE DUNGEON PATH, that should be abler to solo/duo run.
If every dungeon path would require a full group of 5 players from begin to its end, then there simply wouldn’t be the problem of dungeon run sells also too and diungeons really would promote social gameplay again.
But complete dungeon redesigning takes time – alot of time and until Anet has the time to do it I guess, its naturally alot easier first to cover this issue of the game with this fake solution of calling the issue a “gentleman’s agreement” and provding that way players the needed grey zone to abuse as much as they want without havign to fear any reports for abusing the LFG Tool at all..
As long anet doesn’t change the dungeons and their rewrd system, the whole report option of abusing the LFG System will be a pure bad JOKE and nothing else.
That was my last posting in this thread.
You sound really kitten.
Good thing you had your commander pin on.
doge replyeth
When you have a commander tag and don’t turn it off before you log, the commander buff stays on but you won’t display on map.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.