Showing Posts For Vanisher.9216:
Without being downed? it’s hard, but no dying is pretty doable.
Arcane shield and Ether renewal (healing skill) are really good for surviving, it’s almost imposible to die due to burning/bleed/poison with ether renewal.
Using glyph of strom with earth is also really good, it constantly blinds enemys inside it. (not too many people know this)
Also staff is better for surviving due to lots of CC and magnetic shield which is usefull against your worsts enemys, mobs with range auto attacks.
Support engi sounds really usefull. (as long as people know what medikits are lol)
I doubt you were useless.
Boons and conditions in this game are REALLY strong, so giving boons and removing conditions is great.
A lot of people fail to realize this kind of things, like warriors not using banners when they are godlike at dungeons.
If every dungeon share the same token people would only run CoF 2# path. So no, that’s not a solution.
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: Vanisher.9216
You don’t really NEED to grind them because they are mostly for cosmetic, so the no-grind philosphy still kinda applies.
Still agree the prices are ridiculous, as i said before, they should give a lot of tokens for completing all 3 paths.
I’m stuck at 98% completion because even one of the skill point events is broken. .
Just go to another server to get that skill point…
Kinda agree AC is hard for the “first dungeon”.
Others dungeons shouldn’t be nerfed though.
What? 98% of world events are really easy i wish they were harder :s
I dont think ANY of this is a solution.
The price is fine.
The gear is the problem for me. It isn’t anything special. Plain and simple, the gear is no better than ANY of the other exotic gear in the game. All the exotic gear, no matter how you obtain it, is pretty much equal. So why do 75+ hours of pretty much repetitive grinding for gear that is between 2g and 7g on the TP?
Pretty much, all you get for spending the time is armor that has a different look than armor that only costs 2g. Personally.. a slightly cooler looking character isn’t worth 75 hours of my time, at least not 75 repetitive boring hours.
What is sad is Exotic armor is BARELY stronger than a set of rare armor, which is like 3g for a complete set. For 75 hours of my time I would expect going from rare to exotic would be a SIGNIFICANT difference.. and it’s really just a tiny fist bump saying “gj, now go do this on 4 other characters because unless you wanna spend another 1000 hours getting legendary items, you’re pretty much capped as far as gear goes!”
You are playing the wrong game. Gear progression is as it should be. You shouldn’t be significant stronger because you grinded, you shouldn’t NEED to grind in this game.
And that’s perfect.
Not now, but maybe with guesting.
I just logged in to say also that elementalist is my biggest disappointment in the game
So much work for so little results…lowest HP and Armor with the lowest damage. The number one rule I have learnt so far in MMOs is that glass cannon classes have high dps to counter their weakness. But it seems GW2 brings the evolution even to this one…
And people say that Elementalists are ok, they probably play a signet GS warrior and this is their first MMO in their life yet they want to appear “cool” in the forums…how long the devs will ignore the problem?
Also how we are more versatile than others? 4 out of 20 spells are auto attacks and most of others are useless…we cannot switch between melee/range too. How they hell we are considered versatile class while the other classes are not as much versatile and even better?
Not my first MMO, not signet warrior here. Elementalist are more than fine in PvE and WvW.
Out of my 20 staff skill i see 2 or 3 useless autoattacks INCLUDED.
Staff have probably the best aoe dps in the game.
Stop exagerating guys, elementalist aren’t that bad, they might need a little help but in regards survivability.
Of course im ignoring sPvP, we do suck there.
Aggro seems to be completely arbitrary. I hear people say that it isn’t, maybe I’ve just not figured it out, but it sure seems that way to me. In CM story, our first runthrough a group member got targetted by one of the snipers, and they just focused him down before he did anything. I got him back up, they put him down again, got him up again, they shot him again, rinse repeat until he is running back from the WP, when he gets there? Bang – killed again.
What is someone supposed to do in that situation? Stack toughness and vitality in the off chance that someone’s going to put a bounty on his head in some random dungeon we’re doing while he’s leveling?
If these were just endgame instances I’d agree with you to be honest, as people can focus on building decent sets of armor, will have access to all their traits, etc. Anything below 80, especially story mode? No.
Basically the way dungeons are in this game it’s the equivalent of playing Super Mario Brothers for 2 hours, going to a bonus level, and suddenly dudes pop up in your living room and start blasting you with paintball guns. It doesn’t play at all like the rest of the game, it’s jarringly more difficult and requires an entirely different skillset than what you’ve been building up while leveling from the start.
Aggro is not random, it’s weird but not random. Heard health is one of the factors, like if you have low health some mobs will focus you. (specially ranged mobs)
You can level up pretty much with any build really, though i think anet needs to implement double spec.
Agree with OP, i really liked SE the first time i did it, challenging yet fun dungeon.
And then people here are saying it’s super hard and not fun, hope they don’t nerf. Im all in for buffing rewards though.
(edited by Vanisher.9216)
I don’t really think it takes to long, considering it’s exotic, the best type of gear in the game.
What’s tedious is that the optimal way to do it is to farm the same dungeon over and over and over. They should give incentive to do all paths of an explorable mode rather than always the same.
While I’m not entirely against this, I’m not sure how they could work it in without it being half kitten’d.
Maybe when you finish one branch, giving an option to do another one for double the tokens, then after that, doing the final path for quadruple the tokens.
But people will still whine regardless, since they still wouldn’t be getting everything for minimal effort.
That’s not a bad idea at all.
The long lockout when you switch attunements is puzzling as a design choice
in Elementalist
Posted by: Vanisher.9216
Well as a staff user 20 traits in arcane are mandatory regardless of attunements switching.
But i agree it would be annoying when building for another weapon.
Yes, they do suck.
Depends on your build
I run water/arcana/earth in sPvP and im really durable.
I see myself constantly switching atunments with staff and that’s what you are supposed to with it, you talk like you should keep yourself in one attunment, that’s not the idea. Yeah fire gives the most dps, but believe me this game is not about just doing DPS.
The only skill that feels weak is Lightning Surge , casting time is too long. Other than that i see utility in every skill of staff.
Also you are heavily underestimating weakness, it’s a great condition in pve.
(edited by Vanisher.9216)
What? i don’t feel any weak.
Staff aoe damage is sick.
I don’t really think it takes to long, considering it’s exotic, the best type of gear in the game.
What’s tedious is that the optimal way to do it is to farm the same dungeon over and over and over. They should give incentive to do all paths of an explorable mode rather than always the same.
Of course you are not having fun if you have to resort to graveyard zerg fest, you are supposed to beat bosses whitout it. (pretty doable in storymode)
It’s just there to allow some room of mistake.
This game was designed with the idea that gear progression shouldn’t be that importat, it’s not THAT hard to get a crafted set. Dungeons are mostly for the challenge or wanting those sets that looks cool.
This is not EQ2, Rift, WoW, you shouldn’t spend months to get the best kind of gear (statswise), and that’s why i like it.
I agree that the paths thing is really bad, there’s actually a really LITTLE incentive added to it, there’s a daily bonus for each path… but it’s just 10 more medals, if it was something like 50 medals it would be pretty cool.
(edited by Vanisher.9216)
You are joking right…?
Sadly this is true. They will probably nerf dungeons for the sake of casuals. I would respect them if they didn’t.
Seriously, I remember when they were like, this is a casual game! Play it how you want, it’s all about you! Then you go into a dungeon and you’re required to change your spec to survive ridiculous damage, constantly run around in circles to avoid damage that will eventually hit you… I think some people enjoy extreme difficulties, but I think the majority of people just want to play. I don’t need this 2nd job crap and if it’s going to be a 2nd job, it’s gonna have to pay me and it doesn’t even do that. I had to pay them to get the game. Sorry, that just doesn’t work for me.
It’ll change, no doubt. Otherwise the majority is leaving.
You are not requiered to change your build unless it’s bad.
Story modes aren’t extremly difficult by any mean. Toughness and vitality are there for a reason. And if you want to play glass cannon you can, you just have to play more carefully.
Though AC is pretty stupid for being the first dungeon , most people are undergeared and bad when they get there and they aren’t used to use dodge properly. Once you understand you actually need to pay some atention story modes aren’t hard.
(edited by Vanisher.9216)
Sorrows embrace is not hard you just need to put in your condition removal skills/traits.
The second golem F-4 in story mode is a right son of a…
Fire auto attack that gets shot at everyone in the room? Check
Spewing fire in melee range making certain classes feel useless the whole fight? Check
Spawning AOE death ontop of downed players so that they sit there miserably until they die because there’s no possibly chance of a rally or someone being able to revive them? CheckMaybe they changed him recently. But when I slogged through it he was probably the worst boss I had done at that point. Every auto attack he did was aimed at all of us. And you cant dodge forever (roll twice, arcane shield, mist form, take the hit, roll twice again, heal, roll once more and finally take 3 more hits and die) and when you did go down he would drop some lovely AOE on your face and laugh at your teammates sad attempts to rez you.
Also I felt worse for my warrior friend who couldnt even engage him with his primary weapon. Anytime he got close, WHOOSH FIRE RING. and suddenly there was nothing that could be done.
Basically SE story mode is 90% awesome and 10% terrible F-4 golem fighting.
Everything he does cause burning, it’s not hard to survive with condition removal.
As an elementalist i only had my healing skill with condition removal (i could have 2 of my slot skills with condition removal and didn’t do it) and i just got downed a few times.
Done it in first try. (also was in the first week i think)
another issue for me is too much waypoints in the dungeon that make the fighting with the boss can defeat through mindless repetition, there is no challenge there when you know if you die you just back to nearest waypoint and march up to zerg the boss again, also making resurrection downed players become pointless.
You are not beating the dungeons correctly if you are respawn-zerging and losing money. You can’t say a dungeon “is easy” if it took you 5 times longer than it should and a lot of gold.
Also some dungeon have far waypoints.
Sorrows embrace is not hard you just need to put in your condition removal skills/traits.
Difficulty is fine , rewards could be better though.
Uh? never had negative income in WvW, you gain more than enough money with events and drops.
Just don’t die randomly.
Hope they don’t.
The only thing i want is harder paths to give more tokens, just to give incentive to people to try to run multiples paths rather than the easier.
I like challange, though some paths should reward more tokens as they are harder to others. You don’t have too much of incentive to do them rather than the 15 “first of the day” tokens and even then some paths are so kitten hard people aren’t gonna do it.
This should be separated by paths rather than dungeons.
Story modes aren’t that hard, people have to get used to the fact this isn’t WoW, look for animations of bosses and use dodge.
Went path 1 or 3 in COF. 1 was bugged, 3 was bugged. At least path no. 2 worked. And with all the retardedness that are instances in this game (clearing trash mobs is very unenjoyable), 20 min is more then enough. Especially coz you have to do the pre-event every 2nd time or every time you want to enter (I’m on a lower pop server).
First path is not bugged, it’s just hard a kitten. Still doable, there are videos of it.