Try to place at the same time the shell and a gift of ascension. If the two items are compatible, you can hope to infuse it. If they are not compatible, keep the gift for an other back item.
However I doubt this is possible. (Never tested this in the first place).
…there’s nothing there; only a picture… really?? It even says ‘read more’ on the link… I mean, I don’t even understand what was the point of adding this page?
I can sum it up for ya’
Crappy story not worth remembering. Then a dragon wakes up.
Not necessary; I played it upon release. I was hoping these articles would include hints or reveals rather than play as recaps… of which we already have enough.
QFT, I wish we had more easter eggs in the articles or the actual festival release. At least it is something for us to grind for and speculate.
Recaps are fine, problem is, we got 3 or 4 of them since the beginning of the year. This is way too much.
This depends a lot on which path of your story you choose and whether or not you want to “speed clear” it. The exp you get from personnal story depends on how you approach it.
Rough estimation for personnal story: you earn 10 levels worth of exp at least by doing it at level 80.
Keep in mind that characters created after the feature pack have to do the entire story to unlock some of their traits. I suggest you level up to 64, then do the story up to “forging the pact” then finish your leveling and go back finish the personnal story.
(edited by VodCom.6924)
Pretty much what the other posters said :
S7 is an attrition fight, going glass canon is a risky move.
Push him on the edge of the arena → oozes are much more concentrated → AoE
Projectile blocks/reflects is awesome.
Poison is important to limit his regen abilities.
Lightning hammer works if you can pack the ads tight, otherwise you cannot blind them all and you will die from excessive damage.
If you struggle with high level content or spend more time lying on the ground than hitting a foe, you might want to consider nemesis builds.
I know his builds are very unpopular for arah but for high level fractals (where your objective is to stay alive rather than killing a boss before he can do anything) it’s fine.
Stick with DnT build for arah though, there is no point in ranging anything there.
well, necro is the worst class for PvE atm…
It is the worst class for speed clearing. Speed clearing is a niche of the PvE gameplay and in other areas of the game, the necro is doing fine.
(edited by VodCom.6924)
Thanks so far for all of the info! It looks like warrior or gaurdian is the way to go. I leveled a necro for a while last year before I took a break from the game, how are necros these days? I imagine playing a minion necro would develop the same kinds of bad habits as a ranger though, what do you think?
So, what weapons and traits are people enjoying on Guardians and Warriors? Thanks again everyone for the input.
I also checked out that combat sticky that was linked and it was very helpful thanks.
Ah necros…. let’s just say that they are not really appreciated in some arah group. They perform well on fractals though. They are efficient in hotjoin pvp but do poorly in team pvp and tournaments (IIRC necro were under-represented in the tournament of legends).
They are however pivotal in WvW for their fear spam and their staff which is very usefull for slowing entire zergs down. Epidemic simply rocks when used properly.
Minion builds steamroll open world PvE (you can level up while naked) and the queen’s gauntlet. I don’t know how they perform in PvP though. In dungeons, you want to stay away from this builds. Also, gives you bad habits.
Episode 13: Tower of Nightmares
Problem: Open World event requiring vast player cooperation.
Solution: Rebuilt as an instance, the lack of players can be solved by using NPC’s to battle at your side, just as the order members do when retaking Claw Island. Well, the mobs will need to be culled down to a manageable size. Honestly, I love the feeling of being the commander of an army, and fighting when a vast group of uniformed NPCs by your side, and feel like there are not enough missions in game like that. Instance ends at the top of the tower.Episode 14: The Nightmare Within
Implementation: Instance where you kill krait boss -> Instance where tower is destroyed. …needs something between the two, otherwise it feels weird to enter a tower kill the boss then leave, just to go back in later and destroy it.
Alternative idea: turn the tower of nightmare in two fractals and a few solo instance:
What hooked me in the tower of nightmare is this idea that you are rushing your way through, hacking a path in a toxic pollen filled environment. Waiting too much results in additionnal hallucinations appearing on top of the regular mobs.
The 1st fractal should test your ability do deal with monster under constant pressure and the need to move forward. An adaptation of the 3rd level of the tower would be fine.
The second fractal should be a boss fractal (toxic hybrid). The fight in itself is easy but I’m sure it can be made a bit harder in a smart way. The hybrid should make use of the toxic pollen areas to force players to range him (he has a reflect IIRC) or suffer hallucinations appearing because of the pollen.
Solo instances are of course the ones where the concealing illusion is dispelled, the nightmare incarnate up to the molten alliance part, and finally the end of nightmare instance.
To increase the glow, one possible weapon is to buy an ascalonian dungoen weapon, then transmute the sovereign skin to the dungeon weapon.
The method is not 100% reliable. It works on a few legendaries and zenith weapons. Some testing has to be done with sovereign.
AC weapons got fixed.
Well, too bad. However, a dev with a little imagination could implement a “glow enhancer” item in the gemstore. I think there is a market for such item.
or just add Legendaries in gem store
The chinese can pay for precursors through VIP membership, so it’s already done.
They should also remove warriors, too easy to play. Guardians as well.
Let’s say it’s a topic as old as gw2. People were very surprized to see that the glassiest warrior was as tanky as the tankiest ele while having the dps of a glass canon ele.
Why such thing can exist is quite beyond me, but I do not really mind. There is allways an easier class in every RPG after all.
To increase the glow, one possible weapon is to buy an ascalonian dungoen weapon, then transmute the sovereign skin to the dungeon weapon.
The method is not 100% reliable. It works on a few legendaries and zenith weapons. Some testing has to be done with sovereign.
AC weapons got fixed.
Well, too bad. However, a dev with a little imagination could implement a “glow enhancer” item in the gemstore. I think there is a market for such item.
To increase the glow, one possible weapon is to buy an ascalonian dungoen weapon, then transmute the sovereign skin to the dungeon weapon.
The method is not 100% reliable. It works on a few legendaries and zenith weapons. Some testing has to be done with sovereign.
1. Fiery greatsword
2. Ice bow
3. Reflecting fully projectile-based bosses#1, the fiery noobsword can literally be removed from the game and I would be jumping for joy, #2 needs to be nerfed because if #1 is removed people will just spam more #2, and #3 is simply a case of bosses having weak mechanics.
I agree partially with that.
- - I don’t think that FGS should be remove completely. The weapon is only OP when you can stack in the wall and use skill 4 that do massive amount of dmg. Two easy way to deal with that would be to decrease the amount of dmg of the skill 4 or increase his cooldown. 10sec is crazy low for an attack that powerful. Of there is downside. Increase the cooldown and you decrease the mobility that FGS give to the ele. Decrease the dmg of the line, and its become a useless skill when us outside the wall. But in the end, i woudn’t be mad if they nerf it because is so powerful right now.
Give unstrippable retaliation on some bosses in each path and enough hp so that the retal can fully tick in. Expect some people to be surprized and the FGS to be toned down.
Did you try to FGS the Ginvra the butcher in Hotw ?
Alternatively you can give bosses some block skills he uses when he detects the FGS fields or other short duration high damage fields.
Speed running is a niche gameplay. Fenrir is right about it. However, speed running is a desirable niche that an enormous amount of people care about, because it happens that it is the most profitable way of earning gold in the game.
Nobody would ever care about it if speed running was not the most lucrative activity in the game outside of the TP. I mean, I understand the need for some player to show their skill by breaking a world record. It is the way they want to play and I have no problem with this.
So we are still with this problem. The niche is hardly accessible because it requires a very specific niche gear, yet lots of people want to access this and consider such a thing to be “endgame content of gw2” (debatable statement).
Well no, we don’t lack that and trying to tie stats to roles more would remove freedom not promote it. Are you face tanking in zerk? Are you bunkering down on point in zerk? Are you wvw roaming in clerics?
Let us stay focussed on pvp shall we. No one ever argued that zerker was dominating sPvP nor WvW.
The issue we are arguing about over and over again is : “Zerker are dominating PvE and a lot of people are getting mad about it.”
Actually that is exactly how it should work.
Can you then explain then WHY they nerfed the AC spider ? To screw up casual players while still allowing the soloers to cornerstack ? Do you think this is a credible reason ?
Quoting a few posts in this thread : “You can do a dungeon the normal way but it will take 10 times longer”. In other words, you have ONE SINGLE WAY of dealing efficiently with dungeons. Question: Isa game that let you choose between the one true efficient method and the masochist method a good game ?
What bugs some people in GW2 is this:
In a dungeon a marginal loss of dps results in an exponential increase of completion time.
‘Cause you can’t one shot the spider before it can spit the poison anymore.
In a normal world things would be more like this (assuming player skill remain constant in between):
In a dungeon a marginal loss of dps results in a marginal increase of completion time.
Which is what actually happens in aetherpath. You kill bosses slower if you downgrade from zerker to valkyrie or knight, but the strategy remains the same. In this case, you can have variety of gear so that people that are less skilled/have a shaky connection can play.
I understand that you have a lot of success in the actual meta (and you have spent lots of gold on your equipment), that is the reason why you do not want it to change significantly. That does not mean there is no problem. However, like it or not Anet wants strategy not to be entirely tied to wargear.
The same strategy should be applicable with either berserker, zealot, valk, assassin or other power dmg oriented gear. This lack of diversity is detrimental to the game in the end.
hmm fair enough,
I guess if anything it is a step in the direction though.Isnt that more or less what Wethospu was saying? it would not be so much as an overhaul of the AI. but simply adding MORE skills to an average enemies toolbar to use.
Kind of does make me wonder what would happen if MoB’s had the skillset of even the heart of the mist trainers.
Changes the dynamic
I haven’t played much gw1 pve but I do recall mobs having players’ skills. It wasn’t perfect and they were stupid as usual but I think it was better experience.
About gw1, the evolution of monsters and their AI and skills was literally stunning.
In GW1 (prophecies, faction and nightfall) the skills available by monsters was limited. They were specialized in one way of doing damage and groups had little variety, allowing people to create solo farm build by using their weakness (totem axe farm, feather farm etc…). Typical example: Root behemoth
In GWEN, the charrs monsters had their set of skills expanded a lot and included skill combos used by players (Eg charr seeker burning arrow)
The final evolution in terms of mob abilities is found in the winds of change release, where the devs literally copy-pasted a certain number of popular PvE and PvP builds for ennemies.
I remember parties being nuked by ministry mages in a blink of en eye
In GW beyond, failure to target the right ennemy at the right time in hard mode could mean a quick and painful death (note: I was playing with 7 heroes all the time). If you have time, look at the description of their skill in the wiki. Ministry mages have everything synegizing.
So yes I am totally in favor of incorporating boss with copy-pasted pvp builds and the AI to play them in GW2. That’s a way to bring challenge as long as the mobs’ hp are toned down (hp meatbags are not interesting).
(edited by VodCom.6924)
As I said, the problem is not dps race or that berserk is most efficient. It’s gearcheck and class segregation.
There is nothing wrong, toxic or elitist about being able to use the LFG tool to group with like minded/geared players.
Here is what puzzles me : the ratio of toxic vs “non speed clear” is surprizing for the lfg tool. You sure can use the lfg to find like minded ppl, that’s why there is one in the first place. However, if you look at the announcements, there are lots of high requirement groups vs “come as you are”. Correct with exposition time and sampling etc…
Edit : statement valid for arah. AC has path sellers but they make money out of teaching how to solo the dungoen, which I have no problem with. Dredge P1 as a similar problem.
(edited by VodCom.6924)
I think they understood that in living world there are two dimensions :
- an ongoing story
- coupled with permanent content modification or addition
In season 1, we had a lot of ongoing stroy tied with temporary content. Or, some permanent addition with limited ties to the Scarlet arc if any (Tequatl or Aetherpath). This is why it felt so wonky.
If I understand them correctly, the story side of the season 2 will be delivered in instanced content with challenges and achievements, that you will be able to replay (thx chronicles). The content side of season 2 will be permanent and with permanent achievements.
In the end, things look nice so far. Hope season 2 lives up to the expectations.
I recently did an analysis on the current state of combat in GW2, and berzerker gear is not the problem. It doesn’t need fixing.
My thread is probably floating somewhere on the 3rd or 4th page of this forum by now, given how fast things go here, but be warned, it’s a long read. :p
Do you mind doing a TL; DR with a link to the OP :P
Your dungeon run rewards have nothing to do with how fast you complete it or how fast another completes it. That was my point.
You’re right, the speed of a dungoen run is not the problem. The problem is: “If you don’t have 5k AP and full berserker gear, you can’t PUG for arah”.
This is what drives some people (including me) mad.
The fundamental issue is that if I switch from zerker to valkyrie armour, the completion time increases from 30 minutes to 1hour and a half because you can’t corner stack anymore. The group is forced to do the dungeon the “classic” way which is way slower.
Thus the toxic gearcheck.
I don’t gear check or have AP requirements. So I do what I can. My requirements include communication and fashionable characters. Also most of us here who are being insulted and accused of doing these things are coordinators and mentors of one of the coolest teaching initiative for gw2 pve I’ve seen. We are not the ones you’re mad at. It’s not the berserker gear. It’s not the meta builds. It’s the lfg community that isn’t even present on this forum.
I read your post for a while now and I know you are not a gearchecker. This is why I have a profound respect for you. I will not accuse anybody in this forum because it is not the place to do it.
I have however experienced the checkers and I know a lot of people who have been spoiled as well. This is why I am concerned about this and I try to raise this issue up.
As I said, the problem is not dps race or that berserk is most efficient. It’s gearcheck and class segregation.
Your dungeon run rewards have nothing to do with how fast you complete it or how fast another completes it. That was my point.
You’re right, the speed of a dungoen run is not the problem. The problem is: “If you don’t have 5k AP and full berserker gear, you can’t PUG for arah”.
This is what drives some people (including me) mad. It is very difficult to find a group for arah during my time play that does not have these requirements.
The fundamental issue is that if I switch from zerker to valkyrie armour, the completion time increases from 30 minutes to 1hour and a half because you can’t corner stack anymore. The group is forced to do the dungeon the “classic” way which is way slower.
Thus the toxic gearcheck.
Stack should still exist, just not be the way to go for most fight.
You are very right. My statement should not have been so absolute.
Corner stacking is a good way to deal with trash mob. It should not be the be-all end-all of dungeons.
WARNING! Wall of text incoming.
About that filthy berserker meta: The race for damage is not something new. In ANY game that involves players cooperating vs an AI, in the absence of a strong trinity you WILL see a pure damage oriented meta.
WHY ? It has been said countless times -> If you haven’t to rely on others to survive, you can just go glass canon and finish content faster. This race for DPS is neither a problem in LoL (coop vs IA during lane phase only) nor in ME3 multiplayer (and you can find other games, they do not have to be MMORPGs)
WHY is it not a problem in these two games ? Because there are several efficient ways of dealing damage in these games (AD & AP in LoL; biotic or gun or tech in ME3). The meta allow DIVERSITY. Diversity of the meta is what matters here.
Back to GW2: in PvE, there is only one way to deal efficient damage -> direct damage. Condition are screwed because of the stack cap. No diversity of DPS build in GW2
Second problem about GW2:
What is the most efficient way to clear a dungeon ? LoS mob, stack them in a corner and use the cleaving melee and FGS to blast them to bitz. This is why the top 1% speed clearers are not affected by the AC spider nerf -> The spider is dead before it can spit a poison field anyway. This broken tactic is viable only with a full party of glass canon min-maxed dudes. And this has an important consequence:
Corner stacking turns a supposed challenging content in a gearcheck. Let me say this straight:
Gearcheck SUCKS
Gearcheck encourages elitism, and gold farming. Corner stacking encourages class segregation and dumb mentality. This is something some ppl in the dungeon forum do not want to recognize because they make profit out of it at the expense of others
If the gw2 dungeons were well designed, such thing should not have been possible. They made a step forward good design with fractals and aetherpath: Some bosses are designed to avoid corner stacking and actually require some skills beyond the might stacking rotation and FGS use. Gearcheck is less common in these two dungeons than in arah for this precise reason.
In the end the game relies too much on zerkers enforcing gearcheck
How to get rid of this ?
1) An alternative way to see big numbers with an alternative optimized gear (conditions damage is the prime candidate but suffers from engine limitation).
2) The end of corner-stacking though redesign of the old dungeons.
(edited by VodCom.6924)
Fractals on the other hand are much better : you actually need a party to complete them.
https://forum-en.gw2archive.eu/forum/game/dungeons/Full-Solo-Lvl-50-FotM-D/first
Quoting from OP of the thread linked : “I don’t know if anyone has done this yet but I probably won’t ever do it again because the chances of getting the fractals that I did are so low it’s insane.”
My respect for this guy, he deserves a special award. I still maintain my statement : fractals are not soloable (he had one guildy to allow him to repair) and not regularly (you need a good draw).
Reflects are fine and exist in other games including MMORPGs.
What is not fine is to halve the hp of a single boss by reflecting his projectiles. If such thing would happen in any other MMO (say wow), the servers would be shut down and this issue would be immediately hotfixed.
The thing is, damage mitigation with reflects is likely not implemented in gw2, leading to this ankward situation where the reflect skills are either godlike or useless.
And let’s face it, I don’t like seeing content designed for 5 being soloed because of godlike reflects or FGS or bad level design.
That’s my opinion anyway…
Dungeons can be soloed without FGS or reflects. These players are just skilled at finding loopholes
Then we agree that dungeons are “badly designed” because they are not able to provide an actual challenge to groups (since they can be soloed).
Fractals on the other hand are much better : you actually need a party to complete them.
Reflects are fine and exist in other games including MMORPGs.
What is not fine is to halve the hp of a single boss by reflecting his projectiles. If such thing would happen in any other MMO (say wow), the servers would be shut down and this issue would be immediately hotfixed.
The thing is, damage mitigation with reflects is likely not implemented in gw2, leading to this ankward situation where the reflect skills are either godlike or useless.
And let’s face it, I don’t like seeing content designed for 5 being soloed because of godlike reflects or FGS or bad level design.
That’s my opinion anyway…
Such a concentration of snobbish and elitist people around here. Hilarious.
If you could look at the proportion of people who have the so called blazing light title, you would not say it’s “kitten easy”.
Please remember dear posters that you are neither a representative sample of the population nor the absolute paragon of what a GW2 player should be.
Yakkslapper or crabgrabber is not a display of skill, it’s a display of grind. Omnomnivore can be scammed with a friend.
As far as I am concerned, I still recieve MPs of congratulations when I show up with wurmslayer title from times to times.
I prefer Elite Canthan from GW1 but then people would say, ‘See, they ARE planning to go back to Cantha!’. That would be a slippery slope.
For once, I find the GW2 one better. It is more a set of civillian clothes than an armour, which corresponds to the “outfit” label stamped on it.
ArenaNet needs to priorities in expanding the game not evolving the game.
Permanent content expands the game by adding more value to the game since they’ll always be there no matter what.Permanent content such as:
(Personal Stories) – for in depth story telling and missions <- NO THANKS, that’s inviting more narrative incoherences than we already have.(Story Dungeons) – New ones after Distiny’s edge story for lvl80s <- See above
(Explorable Dungoens) – New ones with 3 paths like the original <- This we agree
(Jumping Puzzles) – for more plat-former content <- Why not ?
(Guild Missions) – More varieties of missions <- This content touches a more limited audience and should not be top priority
(Skill challenges) – More different forms or puzzle/platformer would be interesting <- Could you give examples, I fail to see what more they can do. Besides, one should not spend too much time on them.
(New Zones) – to explore in duh, we know that new zones are (usually) permanent content, thanks
(Minigames) – with their own rewards <- We have a very large offer by now. This should not be a priority.
(Vistas)
etc….
I the end, you mostly want new zones with new type of activities. So do I. However:
These contents should be added each month permanently to the game so more things to do for new and returning players will always be there.
Friend, you are dreaming awake. A new zone each month ? Unless you want copy paste and palette swap of existing zones, you won’t get this at such a frequency.
They can also focus on some Evolution to the game like Lions Arch being destoryed and rebuilt and such. But keep story out of the Living World content since it does a bad job keeping content and doesn’t do a good job telling a compelling story for everyone to understand since people start the game at different times so character development becomes non-existence
Goes against the very concept of the living world. Separate story and content ? Do you realize that the story is what makes the content interesting and engaging in the first place? The Zephyr Sanctum is awesome ‘cause it’s the home of the new brotherhood of the dragon, it’s not awesome because we can gather quartz here (who cares ?).
Story was, is and will be the good way to introduce content into a game. We discover a new place because there is a reason to go there (save the world/avenge fallen/investigate stuff…). Not because we have achievements to do there (how lame is that seriousy ?)
In the end, the fight is fine. There’s no need to change it and reward stupidity.
My friend, this thread taught me something about the event. There is nothing, really nothing that warns you about the stack limit and instant death. The tooltips of corruptions and shadow effects are not even translated (in French at least).
How do you expect people to learn if the game fails to teach you how a fight works ?
This is guild wars, not Riddle wars. Riddles are fine in fractals, dungeons and puzzles. Riddles are NOT fine for zergy meta event.
Let me add this method :
1) Do each boss of the gauntlet once per day : you get a bonus chest with tokens (depends on tier of boss) [done well, you earn 147 tokens in 15 min]
2) If you can : find a taxi to an organized pavillion (best rate in the long run, hard to access)
3) Events at labyrinth and activities between them (good if you are still crystal hunting, easy access)
4) Finish the meta if don’t have already (1.6k tokens gratis)
Note: Most of the pavillion is trivialized with two builds (do not work well on liadri, untested with the crew)
-> 4/0/6/4/0 minion necro (staff + D/W) [doobrosh, tyre, subj7, strugar]
-> dps thief (S/P + shortbow) [halmi, windcaller, suriel, masticus, salazan, deadeye]
(edited by VodCom.6924)
My little contributions:
1st armour is a look I have since a while now (just changed the boots when ascended armour were released). My bread and butter armour.
2nd one was for show-off when there is a lot of people around (WvW and tequatl). Inspiration comes from ozmaniandevil.6805’s necro
3rd one is an improvement I made when the incarnate armour set was released (these boots are a little wonder). Then I realized than my tastes about armour looks and colours have not changed since 5 years…
If you have a necro, use him : you have enough crowd control with the staff and the death shroud to keep chomper off the meat.
Alternatively, the ele FGS ( and dagger+focus) can be of use. The catch is: you lose the FGS each time you consume some meat. Keep focusing on the dog at all times.
Also, I hate timers! I want an actual challenge, and not to have an invisible referee count out the fight because we are taking too long. That sucks.
So, I suppose you are saying that killing a boss within a certain amount of time is not a challenge? Problem is : everyone can use a waypoint for an open world boss. If you don’t have a timer, the boss just transforms into a giant battle of attrition (like dungeons bosses a while ago), which is not fun.
Also, I one wants a boss that requires individual skill, the queen’s gauntlet is for you (and I wish they implement this “arena fight” concept further in open world PvE and mini-dungeon).
The zerg, in GW2, is what I described. The “core” content of the game is spamming 1 semi-AFK, that is zerging in GW2. Zerging is inherently boring due to the nature of having that many players. In order for the content to be doable, the content needs to be trivial and require very little mechanical effort.
See 40+ man raiding in any MMO ever. Individual effort is basically showing up.
Don’t confuse mindless zerg and raid in GW2. Any champ train is a mindless zerg. Mega-bosses look like a zergy event, but any veteran player of tequatl will tell you that nobody stands idle when doing teq nor smashes 1. Tabbing is suicide there.
What confuses a lot of people around the pavillion is that Boss Blitz requires a significant level of coordination (like a raid) while looking like a champ train. Worse is that the event allows you to play mindlessly. The catch is : in the end this will cost you more money that what you’ll earn.
Conlcusion: do NOT hate the zerg. Teach the zerg the good practices. Using brain is a difficult activity and people have to be shaken so that the head starts working. And everyone starts winning shinies (or tokens)
The arena is also super fun, in my opinion. Does it stick around like Sanctum Sprint?
I don’t think so. Sad story it’s a really good activity content and I hope anet will expand these in the future.
However, I’m certain about one thing, this will come back. Festival content screams “I’ll be back” like a certain terminator in general.
normal MMOs: Risk = Reward
GW2 : Risk(Over 9000) > Reward
I’m cursious, tell me: how risky is zerging around with one hundred players while smashing #1 ? Do you expect to get lots of rewards by playing this way.
However, splitting your zerg in 6 and coordinate to get the simultaneous kills is difficult and thus more rewarding (it appears TTS managed to reach gold reward).
I appreciate the enthusiasm. If ANet wanted to make the strategy interesting, they would make the rewards interesting. The rewards are not interesting, no matter how good the strategy. You might win 80 seconds faster, but so what?
A few things to clarify:
1) You fail to understand the true lesson anet learned since last august : “never make a festival that turns into farm zerg and disturbs the economy”. Doing festival events rewards you festival tokens that are can be turned into festival rewards. The trend started since the marionette (code fragments).
Why? Anet wants people to play events the way they are intended to be played. They do not like to see things been turned into a grindfest like the QD champ train. Having the pavillion’s loot system unchanged is the best way to ensure that nobody will follow the strategy (’cause everyone will be farming lodestones instead of doing the event itself).
2) Dungeons have the highest gold earning rate. period (alongside with flipping tp). If you think Anet will introduce a new method to earn gold faster, you’re a deluded person.
3) Tequatl reward is not interesting if we follow this logic (beaten by dungoens/eotm/wb train in terms of reward). Why are people still doing tequatl after 6 months ? -> Thrill of the kill and unique skins. Same thing here. Also managing to have an entire zerg coordinate is a reward in itself (this my personnal opinion anyway)
I’ll leave this here so that it does not get lost in the feedback thread that turned borderline offtopic lately.
I appreciate the rotation of the 4 low level world bosses that helps to level up your secondary characters.
I’d like to see the idea expanded by adding a secondary 2 hours rotation for mid level characters. It should include:
- fire shaman
- dredge commissar
- foulbear chieftain
- modniir Ulgoth (remove it from the standard schedule and replace him with the eye of zaithan).
One of these events will begin on the hour and half hour in a repeating rotation. It should run at the same time as the standard wb rotation. This secondary rotation should be interrupted by the mega bosses.
Why ?
-> Mid level characters get to enjoy a full rotation without 30 min gaps
-> You have more variety of world bosses to choose from
-> You don’t need a zerg of 150 people behaving like the tower of Babel to do the Mark II golem! Having less concentrated maps will be a relief.
Come on anet, you can do this
Something else that needs to be fixed for Dagger/Dagger, Auto attacks. They are all rather weak damage wise.
I wish that the weakness of autoattacks was limited only to D/D : every ele weapon has an abysmally low autoattack. This raises up a core problem :
Game Mode : PvX
Proposal Overview
Redesign some weapons autoattacks and some weapon skills.
Goal of Proposal
In the actual state, the damage, control and support functions are all mixed up between weapons and attunements :
Eg : dagger offhand is nuke weapon in earth, a terrible support in water and a good cc in air, fire #4 has no comparative advantage compared to focus fire #4.
Eg : scepter fails to be a condition oriented weapon. In the actual meta, it is used to stack might with a plethora of blasts.
The redesing should bring clarity to the role of each weapon and help design better and more efficient builds if coupled with a core revision of the trait lines (but this is an other topic).
Proposal Functionality
1) Scepter is about performing blasts and applying various damaging conditions (in every attunement).
-> We could use scepter in some (hypothetical) condition builds and keep the infamous scepter-hammer loadout viable.
2) Dagger main hand is the melee/short distance weapon (mostly direct damage)
-> Completely redesign the earth autoattack : it should not be about bleeds (this role is for the scepter). It should be about being tough in cqc. The autoattack should be a melee chain that gives protection in the end (frowns at guardian hammer).
4) Focus is about support -> provide boons and auras ; group cleanse (that heals for each condition it removes) and crowd control.
-> flamme wall is in the same niche as ring of fire, these two skills should be reworked to offer something different. Right now these are just to sightly different fire fields and nothing more.
Eg : flame wall -> burns ennemies that passes through, give might or fury to allies going through (with internal cooddown to prevent excessive stacking)
Associated Risks
Can destabilize the actual builds without bringing viable replacements. However, the changes I propose are about autoattacks that are not used in the meta.
DISCLAIMER : This armour is not available ingame and is actually a bad mspaint montage.
I was so kittened off not being able to get anise’s armour I felt compelled to do this.
My friends liked it so I thought it could be a good idea to share.
Enjoy
This thread need some elementalist love :
(edited by VodCom.6924)
@MonMalthias :
about the form : I’m sure you have lots of good ideas but if what you have to say is larger than one post, it usually means that some stuff can be removed.
about your ideas :
- Never say something like “We should return to previous values before nerf”. If it’s nerfed it means there was a problem. The elementalist in BWE1 was the most OP of the classes because of attunements. Nowadays all our skills are weaker than the other classes for this reason. Unless the ele is reworked to the core this will not change.
- your propositions of traits in earth are overpowered. I’ll just justify for “earthen shackles” since it’s the easiest one :
– Chunning earth pulses cripple several times during cast : trait it with your “earthen shackles” → How many stacks of bleeding will you apply with just one spell ? → Way too much.
- necro have their condition related traits concentrated in blood magic. Why would one spread them ? It would just make the conditionmancers weaker. Same goes for elementalist. Keep survivability traits in water lest you completely destroy the builds that were viable.
To clarify, I am talking
about a hotkey that changes weapons out, not elemental stances.
Like with the old weapon sets of gw1. Yeah that was good time and that was quite useful.
So far the teaser trailer only talked about an attack on LA. Not the HQs of the orders.
And if Scarlet is attacking LA, it’s propably to have her hand free when she’ll bring the giant drill.
The Xs could be potential digging locations, and only one of them is the actual site she was looking for.
A lot of people are forgetting a big detail here: the replacement for Lion’s Arch has to be in a low level zone because it’s one of the first places new characters will be visiting at the beginning of the game.
Just asking. Do we actually know the effective level of the attacked lion’s arch ? Will all the characters scaled to lvl 80 or will the mobs be level 30ish ?
Im basing this on playing an Ele since day 1, along with a
warrior, thief and engineer.1) Increased survivability. Do events like Jormag or Teq on a warrior
and than try an Ele. Same thing for dungeons. Too much regen and
not enough burst heal to compensate for the lowest HP and armor
in game.
I agree about the problem but not with the solution : just give us water field with a weapon other than staff → use blast finishers. Adds depth to the ele gameplay : should I use my blasts for heal or for might ?
2) The ability to hotkey weapon sets OUTSIDE of combat. This would make
it easier to switch depending on the situation. NOTE: We can do this already
without a hotkey, just not as easy, so its not like this is something game breaking.
I don’t get what you mean. Can’t you already do this ?
3) As mentioned above, make the other weapons besides D/D and Staff viable.
S/F is part of dungeon speed clear meta right now. D/F is inferior but easier for beginners. As far as I can see all the weapons have their use.
5) INCREASE MOBILITY! My lord, my warrior and thief and 5x the mobility of an
ele and neither need it as bad as an ele (warrior high HP and thief can stealth
when things go bad).
Very true. Some of our weapon skills should be evades.
Here is what I’ll post in a hypothetic CDI thread :
What defines an elementalist ? Attunement → We have 20 skills where others professions have only 10.
Necessary balance : low power scaling of each weapon skill, low damage auto-attack and lowest pool of HP/armour.
Even though each attunment has its own speciality the way the elementalist is designed means we cannot truly specialize.
What if I want to specialize and be an opener, a conditionmancer or a glass canon ?
Nope : each of your skill that is specialized in something (eg : Dagger earth auto-attack) is subpar compared to other classes (eg Necro scepter auto-attack).
Solutions : redesign the traits lines and some weapon skills.
- Weapon skills : evade on fire rush is an excellent idea. This encourage skillful play. More survivability is good.
- Arcane line : should not change much. Investing in this line means we switch often.
- Other lines : some traits should encourage us to STAY in the specified attunement and punish us in terms of damage/effectiveness when we switch.
In other word : traits in attunements lines should have option for bonus “on swap” and options for bonuses “on stay”.
Gameplay effect :
1) Increases build diversity : we now can have condition ele, glass canon eles etc…
2) Does not make the ele OP : you inflict bleeding like mad ? Well, if you swap to water for healing you’ll have a temporary penalty to your condition damage as compensation.
3) You still retain some of the elementalist utility (you can still cast cleansing wave or place fire fields, but on longer cd or whatever).
C) I’ll find some other place to afk and I’ll go to vigil keep to use the mighty mystic toilets (behold the power of the mystic toilets ! ).
There are two major theories at the moment :
1) "X"s are places that are going to be attacked by the alliances.
2) "X"s are the location of Scarlet’s secret lairs (bar the cross over lion’s arch).