I don’t understand why you feel it’s advantageous to have a 1 second delay on your dodges. Again, of course sometimes you have that extra second. But seriously sometimes you don’t.
Really unclear why you are defending this obvious hamstringing of Ranger’s sword.
Re-reading your last post, you do know that you can’t dodge “if you’re currently airborne when the tell starts.” You can not dodge during a leap, of which there are two in a three step attack chain. That’s one of the main points of this thread.
Edit: Ok I see what you’re saying. You’re saying you put your dodge in the attack chain queue (1 second total delay) and as long as the attack comes after that one second you will dodge in time. The problem is dodges are not put in the cast time queue, they have to be activated after the chain ends.
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@ Fluffball~ You’re missing the point. There is only a .8 second window during the 1.8 second attack chain in which you can dodge while attacking with the sword.
You cannot “dodge no matter where in your attack chain you are”. It’s simply not possible.
The default “Oh KITTEN!” button (actually typed that hehe) in GW2 is dodge. There simply isn’t another weapon for any profession that has this crucial mechanic disabled for 1 second out of a 1.8 second auto-attack chain.
A simple PvE test I do a lot is with the vet giants in Cursed Shore. Since you get focused by multiple grubs and AoEs coupled with the slow obvious telegraphs of the giant’s attacks timing dodges is important. Ranger with sword is simply the worst at dealing with this of any profession (I have all 8 80’s).
If I jump into melee and start the auto-attack chain, dodge is disabled for over 50% of the fight. This also applies to any evades since all cast times are put in a queue behind Kick & Pounce.
If I take auto-attack off and drop my attack speed down to increase the window in which I can dodge the DPS goes down dramatically, and the fight goes on longer. Because of this there are more dodges needed during the fight and any advantage gained by this work around is lost.
I really think that simply turning Kick & Pounce into a form of shadow-step instead of a leap would fix the issues with the auto-attack chain. Leaps disable your ability to dodge. Shadow-step/blink/teleport (even with cast times) are interruptable by dodge.
I love my Ranger and otherwise love the sword, but this really needs to get fixed.
Nope, not broken. Just tested and with 400 Healing Power I get healed 380 everytime something hits me (1 second CD).
So my question is…why? What is the benefit of ‘sticking’ to a target while being rooted unable to dodge/evade attacks during the chain?
PvP for mobility and chasing potential. Typically not advantage in PvE which is the whole point of this thread.
And if to strategically use the sword’s main form of DPS (auto-attack) lowers that DPS by 20%-50% due to less attacks per second, then why take the sword at all?…
If you’re losing that much dps, it means you’re attacking too slow with the sword. Other classes lose DPS too when they dodge, but no other class loses DPS when they need to move. You also have other options for controlling the sword other than turning off the auto attack (use #3, cast-cancel, swap-cancel) that would result in less attack speed loss. For most bosses in this game you can leave the AA on and AFK until it dies since fights last less than 30 seconds outside of fractals and maybe Lupicus.
Approved.
@ Wasbunny: If you want to see how the current sword performs in PvP, you can check out the videos Fluffball has posted.
The main problem with the sword is that the autoattack offers no benefits in PvE to justify the clunky behavior. I think even the PvP’ers would be fine with the jumps removed from the autoattack if the new kit of the sword offers compensation for the lost stickiness without hindering the old playstyle.
So what I’m trying to achieve with my changes is to keep the old playstyle for the PvP’ers and to improve the autoattack for the PvE’ers.To achieve this I would ask to questions:
How valuable do you find the evade backwards on sword #2.1? How valuable do you find the sidestep of sword #3? Would it hinder your playstyles if those skills would you take to other directions (like a leap forward instead of backwards on sowrd #2.1)?
Ok I guess that makes a sort of sense. The sword auto-attack is set up to stick to targets that attempt to run but are still within the 430 range of Pounce (so not blinked away or shadow-stepped in any form). Of course almost nothing in PvE turns around and runs so this is just a PvP skill, as has been pointed out.
I could see that occasionally coming in handy when fighting a player that instead of using a skill that takes them beyond the 430 range to escape a fight they pop swiftness and just turn tail and run. I honestly don’t PvP much so maybe this happens more than I would assume.
I did watch those videos and in the first one I noticed the dominant auto-attacks were made by the axe and not the sword. The sword seemed mainly to be used as a utility weapon for the other skills to evade and re-position.
The auto-attack chain of the sword takes 1.8 seconds if not interrupted. I saw the sword auto-attack in the video at the most being used once every 4 seconds, which makes an average DPS loss of 50% in practice about right (twice the time, so half the Damage Per Second).
By contrast for instance a Necromancer with a main hand dagger (highest DPS weapon available) can freely use the auto-attack chain without having to anticipate a needed dodge, so their DPS can remain optimal until the moment it needs to be interrupted.
This ability to react to an attack by dodging at the precise moment it’s needed seems to me to out-way any advantage that might be gained by being able to chase down a running melee opponent, whether it be PvE or PvP.
Again, just talking about the unique ‘leap’ mechanic of the sword auto-attack. To me sword #2 & #3 seem fine although like the new Infiltrators Strike/Return (for Thief) there is a clunky cast time with #2 that seems unnecessarily restrictive.
Edit: Thinking about this some more the problem seems to just be that both Kick and Pounce are leaps, and thus can’t be interrupted by a dodge. I do like the concept of the mechanic (thematically very Rangery) but maybe if these were simply changed to a form of shadow step (interruptable by dodge) it would be the best of both worlds.
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I’ve read this and other threads about the sword auto-attack and still don’t understand what advantage the root/leaps gives over any other auto-attack in the game.
I understand the work-around (take off auto) which allows for breaks in the chain so if you anticipate a need for a dodge/evade you can. I honestly don’t know how in the middle of combat you can anticipate an attack you will need to dodge 2 seconds before the telegraph either. Anyway, this reduces the DPS drastically since the attacks are slowed & staggered, making the sword in practice one of the lowest DPS weapons when using this work around.
So my question is…why? What is the benefit of ‘sticking’ to a target while being rooted unable to dodge/evade attacks during the chain?
And if to strategically use the sword’s main form of DPS (auto-attack) lowers that DPS by 20%-50% due to less attacks per second, then why take the sword at all?
Am I missing something?
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There is some utility you can bring, like weakness, poison, vuln stacks, etc. but its all something someone else could do better, while also bringing other unique utility, fields, finishers, etc.
We need new mechanics, mainly ones that either buff our teammates with Necro-like things (life steal for instance) or unique unremovable debuffs for bosses to be meaningful.
Agreed. I’ve been wracking my brain trying to find that ‘something special’ that could make Necromancers a more vital part in group compositions in PvE.
Sad truth is once you boil it down the only thing we do better than any other profession is soak up damage (high health pool when adding in DS) for ourselves and Fear. Possibly boon stripping (Mesmers do this about as good) but boons are almost non-existent in PvE. Fear being all but useless in PvE, sometimes even counterproductive since you don’t want mobs scattering from the killzone.
I’ve come to the same suspicion as Bhawb, that maybe a form of Lifesteal or Siphoning that a Necromancer can share with the group might be something unique we could bring to the fight. I feel the Signet of Vampirism was a step in the right direction along these lines but a much more powerful utility/trait would be needed in order for a group to choose a Necromancer over, say a Ranger with Spotter & Frost Spirit.
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That’s actually an interesting idea, although I agree with Bhawb that it shouldn’t be race dependent. This got me thinking about a variation to this theme.
Not a new Condition but a new temporary debuff (much like the Signet of Vampirism in the way it marks a target) called something like Contagious. All conditions when applied to the target marked as Contagious are spread 1 per second to 5 targets in a radius around the infected. Sort of like a slower but more sustained Epidemic.
Would be kind of the reverse of things like Berserker’s Stance or Diamond skin which are of course unremovable buffs that allow for complete condi immunity. Contagion would not be removable but would be indicated on the infected players bar and have a fairly short duration I would imagine. Traditional condi cleanses & immunities would of course be the counter, and as a last resort the infected could isolate from the group.
Could be some interesting play to something like this, although admittedly it still doesn’t address any of the core gaps in Necromancer’s utility. But that’s another topic.
Its been said countless times in the past. Whatever their intended design for necro is it needs to be reconsidered if the class is ever to become respectable in all gametypes. If they never introduce a cleave auto attack to necro then there is no hope for the class in pve. And even with cleave, a lot more needs to be done. Simply because the classes core design philosophies dont fit into the pve gametype.
It seems they want to make mobs more boon dependent in pve. This may help us in pve since we are the kings of boon removel/corruption.
I think these two points sum it up, specifically as far as PvE is concerned.
When they talked about ‘purity of purpose’ they’re talking about the unique strengths of each profession, what each can bring to the table like no other. A role to be filled. Basically answering the very legitimate question, “Why bring a Necromancer?”
One of the major strengths of Necromancers is their boon stripping/corrupting and CC skills. This strength is offset by their lack of ability to generate and share boons with other party members, also their lack of stability to preemptively counter CC. Since right now PvE is virtually devoid of needing boon stripping and Defiant all but negates the need for soft/hard CC’s all those skills/traits become close to useless.
Imagine how many times guardians would be picked for dungeon runs if every AoE from bosses stripped all boons. Taking away the usefulness of boon stripping and CC’s from necros is pretty close. You can’t really be too surprised when necros aren’t the top picks for dungeons. Not their fault, it’s the flawed mechanics of those dungeons.
When Southsun rolled around my Necromancer was really excited to discover that the Retaliation on the karkas was simply wrecking these poor Guardians & Warriors. I had a role, a ‘purity of purpose’ to strip & corrupt the boons as quickly as I could so that the group wouldn’t retaliate themselves to death. It felt good to be needed. I brought something to the table few others could so the synergies of this group combat really shined. The very definition of balance.
The other point I’d like to bring up is for PvP/WvW. As it stands right now Necromancers are not the kings/queens of attrition simply because when multiple enemies hit us the damage is multiplied by that number, since we have no block or invulnerabilities. If a Guardian, Warrior, Mesmer what-have-you is hit by 100 players while blocking/blurred/invulnerable they take 0 damage. If this happens to a Necromancer they are dead.
There’s definitely some reworking that needs to be done for Necromancers so that our ‘purity of purpose’ really is needed and has, um…a purpose.
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There is no need for defiance in dungeons. It makes sense when you have 80 people all pounding on the same boss, but 5 people is more reasonable. It might need a little rebalancing with defiance gone, but it can go away if the devs want it to. Makes a lot more sense for people to be able to shut down a boss than for us to only be able to autoattack and taking all our skill-moves away from us.
Defiance in dungeons is of necessity. If it didnt exist, then the new dungeon meta would be along the lines of 5 necros or 5 mesmers or some other combination. Why? A necro can not only daze for 3 seconds, they can also fear the boss with multiple skills. In fact, I would be surprised if a party of all necros cant keep a boss feared 100% of the time.
edit: actually, they can. Spectral Wall with traits for Spectral skill duration/CD, condi duration, and fear duration. Currently, my necro shows 7s duration with 1s fear and 36 second cooldown on Spectral Wall. Add in a Wail of Doom or two from necro warhorn, that boss is permanently shut down.
Unfortunately I have to agree with this. No one wants boring stun-locked bosses.
I say unfortunately since I feel necros get marginalized when picking optimal dungeon compositions due mainly to the fact that their unique niche (Fear & other CC’s) are almost useless in dungeons.
I really feel that if Defiant was reworked somehow to make CC’s more useful, even essential in dungeons it would go a long way to balancing the playing field for necros where party composition is concerned.
Honestly don’t have any good ideas with how to balance it out though. Possibly making Fear continually tick down layers of Defiant? Would probably still be OP but I really think it’s one of the keys to get necros back in the first round picks for dungeons.
While it does seem counter intuitive, the pets actually have their own boon duration, independent of yours.
This is evidenced by the Adept trait in Nature Magic, Concentration Training: Boons applied by your pets last longer.
Edit: I haven’t experimented with those runes and signets but they should be lengthening the Might duration. If not that’s a bug.
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I’m so pro-build templates, and I’m 90% sure so is ArenaNet. Just have to give them some time to put it into action.
Can’t wait.
Edit: Here’s another thread: Multiple Trait Tabs
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Thanks draconx! And you’re so right.
I ended up ‘fixing’ the problem by switching the sigil of battle to be on the off-hand of both sets. Now no problems at all.
Glad it wasn’t just me and maybe this’ll help others that run into this problem.
Thanks again!
It’s not a bug. You need to talk to the other fight NPC to get in the que (sorry forgot their name).
Really like some of the pieces and I’m a big fan of asymmetrical design but having it be an all one-piece jumpsuit doesn’t thrill me.
Overall nice design though.
Allright, last time I post on this thread I promise.
Found a work-around that is 100% repeatable.
As soon as I log in or wp to a different map sigils stop working, so this needs to be repeated each time I do so. This also happens if I go down, even if rezed in battle so swap sigils will stop working everytime I go down. Of course I can only do the work-around out of combat. So this is what I have to do…
Un-equip all weapons.
Equip main hand weapons for each set.
Equip off hand weapons for each set.
Profit.
The order is critical. If I equip main hand and off hand for the same set first the sigils still won’t work. Going into the water also works. Using a townsclothes tonic does not.
So there it is. Hopefully if this is ever looked into my experiments and work-around will help in figuring out what’s going on and one day it’ll be fixed.
Since this is still happening and even though I’m starting to think it’s just me having these issues here’s an update.
Going into water and returning to land get the sigils working again.
The same work around happened when the Givers weapons came out. All the sigils on them would stop working if you were downed until you equipped town clothes and back to armor. Sure seems similar.
Anyway that’s the update, maybe a dev will see this one day.
One handed ‘on-swap’ sigils don’t work for my Necromancer if I have any one handed weapon equipped with any ‘on crit’ sigils. This is only happening with my necro as I’ve tried all other professions with no problems. This has also been happening since the major sigil change patch on the 15th.
Here’s the setup:
Profession: Necromancer
Weapon set 1: Scepter+Superior Sigil of Tormenting / Dagger+Superior Sigil of Battle
Weapon set 2: Dagger+Superior Sigil of Battle / Focus+Superior Sigil of Strength
Swapping either set while in combat does not trigger the Sigils of Battle. If I start changing weapons out randomly after awhile (20-30 minutes) and put back the above set they usually start working again. If I log out or WP they stop working as before.
I have no idea why this only happens to my Necromancer, since like I said I have no problems with these same sigil setups on other professions.
I’ll continue posting bug reports and I will put in a support ticket as well since this has been going on since the 15th of April. If anyone else has a necro with a similar setup with these sigils please let me know if they’re working for you, or not.
Yoh, did you just break up with a game?
I usually don’t actually care about loot but…I mean wow. I fear Crown Pavilion is going to be empty tomorrow with no hope of anyone completing the event.
The mechanics of the bosses are pretty cool, and I love a challenge but holly potato muffins they are loooooonnnggg. So much hp. And then to get a couple blues and a green in the end…well, I just hope this is a bug.
I like this.
No pain, no train.
Sorry to re-post this but I wanted to update you all.
Below is what another unnamed MMO stated they would be implementing before release. Post release they have since recanted this saying it was a lot more technically difficult than they at first imagined.
Since what they are suggesting is exactly what most of us are calling for (some sort of RP weighting mechanism for the megaserver) it might be more difficult to implement than it seems.
ArenaNet might very well be at least considering implementing something like this but it might be harder than we realize.
Anyway, here’s the quote from that ‘new MMO that shall remain nameless’:
‘Players will fill out a questionnaire that describes their own preferred playstyle to assist the megaserver in allocating similar players to their game space. You can specify preferences for roleplaying, age groups, and degree of socialization. By flagging your character as “I want to meet new people and join a guild” you will be put into spaces with other players who are also interested in meeting new people, and with guilds who are recruiting new members. Alternatively, you could specify “I want to play solo tonight”, and the server will place you into a game space with other people who are interested in soloing, so you won’t be pestered with frequent group invitations.’
Come to think of it I can’t think of one example of new content that was added that didn’t at least experiment with stack-busting mechanics. This might be exactly what ArenaNet is planning, hope so.
Your average player will weep a thousand tears and your elite will blaze through it like they always did, always intended and always will.
One day, if you all keep asking for it, ArenaNet will get a “good” anti-stacking mechanic, and while we will mitigate it through superior skill, dodges and other sources, your average player/pug will not be able to get past it. They’ll wipe and wipe and wipe. And then they’ll complain that the game doesn’t let them stack.
Be careful what you wish for.
Did you not play any of the Living Story? I mean how many complaints did you hear that people couldn’t just stack and LoS the Knights or Scarlet’s holograms?
Can you imagine the complaining if you could just all stack in one corner of Scarlet’s airship and auto-attack all the holograms in all phases to victory?
I mean this is pretty unique to GW2, being able to glitch out AI by stacking or LoSing the few mobs that can’t be skipped. Imagine a WoW or Rift raid in which all that was necessary was to huddle in a specific corner and press ‘1’ over and over.
You’re seriously underestimating how many players enjoy challenges in this, or any other game. It’s actually bordering on insulting.
One of the most popular temporary content in LS1 was the Queen’s Gauntlet (which is actually set to come back shortly). This was also one of the most challenging content for solo players in the game.
The Marionette was another extremely good example of how this can work. I don’t think I saw one complaint on the forums (which is amazing) about not being able to simply stack and LoS their way through to the end. Your ‘average’ player loved it because it required more than just standing stacked in a specific spot to win.
So I don’t need to be careful of wishing for more varied and challenging encounters, ArenaNet has been adding exactly that since shortly after launch. We just wish for more.
Yeah, unfortunately the majority of zones are completely infested with bots (which accounts for most of the ‘players’ you do see, if you see any at all).
Without an AH having to spam /z chat looking for trade and no other way to get in-game gold with real cash people are resorting to just buying gold from goldsellers, fueling more bots.
Most players are already questing in VR1-VR10 zones repeating phased content in low level maps so you won’t see them unless you get to at least VR1.
A large number of players are cancelling their subscriptions after finding nothing to do after getting to Veteran Rank except endless bland questing. That coupled with all the game breaking bugs and bots it’s turning into a ghost town quickly.
Oh wait, this is the TESO forums right?…
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So back to the original brainstorming of ideas for anti-stacking mechanics, I think that any of these so far presented would be interesting if players also had access to them.
These would be sort of zerg dispursing abilities that would be extremely interesting in WvW for small groups to break up zerg blobs. Would also require more coordination and flexibility for the zerg to counter them.
I had one idea awhile back when the new GM traits came out.
Sorry it’s a bit long, just copy/pasted from my original thread.
An idea for either a replacement for the newly proposed Grandmaster trait Disruptor’s Sustainment or as a future additional Grandmaster trait for the Mesmer.
I feel this stays consistant with the boost to healing & support as well as the general Mesmer theme of ‘bad for you, good for me’.
Inspiration (Grandmaster Trait)
Merciful Madness – Any Confusion supplied by the Mesmer heals up to five allies around the target for 50% of the damage caused. Does not scale with healing power. No internal cool-down.
This would have some interesting side effects.
- Indirectly it would be converting condition damage / duration stats into a type of healing power, since the amount of healing is directly tied to the damage caused by Confusion.
- The healing could be triggered by multiple sources to an even greater number of allies, if they are infected with Confusion and use a skill.
- In certain situations it would motivate the Mesmer to get within melee range in order to get the healing in 1v1, with the obvious risks involved in being close to the target.
- Further punishes the target for not cleansing the Confusion and using skills, not by buffing the damage but by turning the target into a healer for their enemy (a very Mesmery trick).
- In WvW and large PvE events this would give further support from the Mesmer to large groups.
- Interesting counter-play and tactics could result. For instance melee enemies with high healing but low condition cleansing would be motivated to isolate themselves instead of just trying to out heal the Confusion while attacking.
- Would make Confusion / Condition Mesmers more viable and effective in PvE.
I could see mobs having this ability too, especially when a large numbers are clustered together. Anyway that was one idea I had that seems relevant to the thread.
Guys, you keep forgetting that there is content and mobs in this game designed around anti stacking or intellignet AI…..usually that is the most reviled content in the game (arah p4, dredge fractal) or once the novelty goes away completely abandoned (aetherpath).
At the end of the day these dungeons must be run multiple times. Can you see yourself running molten facilty and aetherblade retreat, every day, multiple paths for tokens or money and not get fed up with the mechanics at one point? Cause that’s what happened with the aether path :P
I would say let them add new dungeons with your suggestions and wishes in mind but leave the core generally untouched, making those runs harder and longer will only hurt the ppl running them economically (see the hotw p1 and what the troll added there did to pugging) for no good reason, especially in the light of the recent farming nerfs.
The thing you’re forgetting is that different people have different views of what’s fun.
I find repeated ‘skip-n-stack’ speedruns hellishly boring and pointless, which is why I rarely do dungeons where this is the rule rather than the exception.
To a lot of us fun=challenging and interesting mechanics that are reactive rather than memorized. The closer the encounters get to PacMan patterns the farther I stay away from them.
That’s why i said they should add over dungeons tailored to your sensibilities as well, but keep the hellishly boring ones as well since they are a major source of income for a lot of ppl.
this is probably the best bet. not reworking the old content, but making new content thats a bit harder, probably the best bet is like hard modes in new areas that are clearly labeled as being harder
Yeah that’s a pretty fair compromise really. The only problem right now is except for the Aetherpath in TA the ratio of stackable to non-stackable is really unbalanced. If there were more options with content that didn’t require an explicit disclaimer in LFG about ‘no skipping/stacking’ I think it’d be a win/win.
Come to think of it I can’t think of one example of new content that was added that didn’t at least experiment with stack-busting mechanics. This might be exactly what ArenaNet is planning, hope so.
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Guys, you keep forgetting that there is content and mobs in this game designed around anti stacking or intellignet AI…..usually that is the most reviled content in the game (arah p4, dredge fractal) or once the novelty goes away completely abandoned (aetherpath).
At the end of the day these dungeons must be run multiple times. Can you see yourself running molten facilty and aetherblade retreat, every day, multiple paths for tokens or money and not get fed up with the mechanics at one point? Cause that’s what happened with the aether path :P
I would say let them add new dungeons with your suggestions and wishes in mind but leave the core generally untouched, making those runs harder and longer will only hurt the ppl running them economically (see the hotw p1 and what the troll added there did to pugging) for no good reason, especially in the light of the recent farming nerfs.
The thing you’re forgetting is that different people have different views of what’s fun.
I find repeated ‘skip-n-stack’ speedruns hellishly boring and pointless, which is why I rarely do dungeons where this is the rule rather than the exception.
To a lot of us fun=challenging and interesting mechanics that are reactive rather than memorized. The closer the encounters get to PacMan patterns the farther I stay away from them.
For those of us that actually play GW2 and have constructive ideas relating to the topic please post these. This is a great place to brainstorm ideas which could improve the game for all of us.
For those who do not play the game and therefore have no constructive input, well I would respectfully ask that you find something else to do.
Shhh…
You posted this at 7am Saturday morning. Let the ArenaNetians sleep-in a little, I think they deserve it.
Just wanted to jump in here really quick and say bravo! Well done. This should be stickied somewhere (once you fix a couple of those typos)
Also, I wanted to add that one very interesting anti-stacking mechanic was added in the final battle with Scarlet and her holograms, that most I think overlooked.
- PbAoE (player centered) Damaging Condition
One of the three holograms (green I think) would occasionally put a strange debuff/condition on the player giving them a visually displayed small AoE ring around them. This AoE followed the player around damaging all those they were near. This ‘encouraged’ the player to break off from the stack so as not to wipe the group. I thought this was a great mechanic.
An Idea for a stack breaking mechanic I’ve had floating around for awhile:
- Directional Life Transfer
Another mechanic that I haven’t seen yet that would make for more interesting less ‘stacky’ fights is a directional (cone AoE) life transfer ability. The more targets hit by the life transfer the more health is sucked back into the mob, thus again ‘encouraging’ a more reactive and positionaly aware strategy to the fight.
Judging by the new mechanics that ArenaNet have been adding to the game it seems they are thinking along the same lines here. Hopefully with more interesting encounters this will breathe new life into ones that have been unintentionally reduced to stacking in a corner and glitching AI.
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Maaaamaaaaaa! Just killed a warband! Put my hammer against their heads, took a swing and now their dead.
they’re*
Norn male and human female:
[img]http://static1.businessinsider.com/image/4e413eeb69bedd8f0b00000c/shaquille-oneal.jpg[/img]Nope. It would be *their.
Anyway the word’s spelled…
doesn’t really matter to meeeee.
To me.
AreeeenaNet has a dragon put aside for me…
for me…
FOR MEEEEE!!!
(guitar solo)
I’m just a poor plant, nobody loves me.
He’s just a poor plant from a poor Pale Tree,
Spare him his life from this Risen Monstrosity.
Scarlet come, Scarlet go.
Mordy made it so.
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Not much else for Mesmers to take as an elite in PvE. Some Rangers use Quickening Zephyre. Warriors with sword/sword and the new GM trait that makes you attack faster is pretty funny with whatever that quickness stance is called.
Edit: Ah you beat me to it Da Sonic, you must’ve had Quickness
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Also there is a ‘nearest target’ or something like that you can keybind in preferences.
/sigh. I miss TC.
We meet again…
I’m wondering the same thing. Unfortunately the answer is impossible since your Queensdale won’t necessarily be the same as mine or the same Queensdale in which people are RPing.
For all I know (and what seems pretty likely) is those say 3-5 RPers who would normally be in the same Grove are now split into 3 different Groves, wondering where the others went.
I want to post this again for anyone who hasn’t watched it. I sincerely hope at some point ArenaNet gets a chance to see this too.
WoodenPotatoes talks about the impact of the megaserver on the RP community (starts at 9m30s)
Shouldn’t the mega server mean all our QD’s are the same though? I guess I dont understand them enough but Im on TC, there used to be RP literally everywhere. I’d even be farming in Orr or something and run into a few people on an adventure. Now its just nothing, despite people of the same server supposedly to have priority to join up with each other more.
In theory being on the same server (I’m on TC too, /waves from a different QD) should be enough to ensure that everyone from TC is on the same map instance. It’s probably more accurate to think of all maps as overflow instances with the ‘main’ just being a weighted probability.
Unfortunately in practice it often happens that people from the same server, even same guild are getting broken up into different map instances. So in theory this shouldn’t be happening, but it is.
I have to assume ArenaNet is still adjusting how the whole megaserver is working and will hopefully see it adjusted so that it’s bringing communities together rather than fracturing them apart.
Re-posting this section of TurtleDragon’s post about Ranger swordplay
Sword:
Tips for dealing with the animation locking
- Don’t get animation locked in the first place. This means not pressing 1 when you know you need to dodge soon. This mostly requires knowledge of the encounter.
- Dodge earlier or predictively dodge. Basically, account for the delay in your dodges. Not too reliable because sometimes your #2/#3/dodge will fire instantly.
- Skill/swap cancel. Interrupt yourself with a weapon swap (into GS preferably, not Longbow) or use WH#4 and dodge during the cast time.
Here’s a video by GK explaining how to do this:
https://www.youtube.com/watch?v=AUwHpIxY52U
- Be aware of your surroundings (cliffs)
- If you need to, you can turn off the auto attack for more control over your AA chain. This is mostly a matter of personal preference. (ie. I play with the auto attack on, but I turn it off for certain fights). Be careful not to slow your auto attack too much, otherwise you’re better off just swapping to GS briefly.
Holy smokes this is exactly what I was looking for. It’s even showing fighting the same vet I was practicing my sword on.
Thanks again Turtle
Edit: I like how the solution to the self root of the auto-attack is a self interrupt.
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Thanks TurtleDragon that helps, I’ll check it out.
I just want to know where people are RPing now. I see some in Rata Sum but its often jokey sorta non-serious things, and DR seems to be abandoned except maybe once in a while. Queens Dale, rarely is there anyone in the bar, if anything its only concerned about the train there any more. I just can’t seem to find where everyone went.
I’m wondering the same thing. Unfortunately the answer is impossible since your Queensdale won’t necessarily be the same as mine or the same Queensdale in which people are RPing.
For all I know (and what seems pretty likely) is those say 3-5 RPers who would normally be in the same Grove are now split into 3 different Groves, wondering where the others went.
I want to post this again for anyone who hasn’t watched it. I sincerely hope at some point ArenaNet gets a chance to see this too.
WoodenPotatoes talks about the impact of the megaserver on the RP community (starts at 9m30s)
My condition Mesmer build is 0/6/2/0/6 and uses all Rabid gear. My build’s probably a little weird but I think any condi Mesmer uses Rabid (Prismatic Understanding or ‘PU’ condition Mesmers for instance).
Mesmers also have a trait: Chaotic Transference that converts toughness into condition damage which synergizes with Rabid really well. On a condition build at least.
Another tip is that Master Tuning Crystals also converts toughness into condition damage. I always use these with my condition Mesmer.
I consider Rabid to be one of the strongest stat combinations for condition anything actually.
Keep in mind ascended gear isn’t soulbound on equip anymore so you can try it out on different professions.
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I realize the sword probably has the highest skill cap for a Ranger weapon, the main challenge being how to deal with the self root of the auto-attack. I’ve been doing some research and ‘in the field’ training to try to feel at least somewhat comfortable with the sword. So far I can’t get a handle on it.
It seems the first step is to take off auto-attack on skill one for the sword. This allows you to control each stage of the attack chain. This gives you a small window of opportunity to dodge or heal or whatever, without being locked into the continuous self root/partial self stun of the attack chain.
What I’m not understanding is how to handle the timing. Is the trick to sword to simply not attack until you see the need to dodge/evade, get a couple hits in afterwards and then stop in case you need to dodge/evade again?
Since the attack chain can’t be interrupted and there is a cast time to each of the evade skills, does one have to anticipate each dodge/evade by 1-2 seconds? And if so, how?
I’m sure I’m doing this all wrong but I can’t seem to find the ‘secret’ of Ranger swordplay. Sword being the highest DPS of any Ranger weapon it seems like if part of the technique is to interrupt the attack chain this brings the DPS way down, maybe even below mainhand Axe. If that’s the case what’s the strengths of the sword at all?
Any tips and tricks about how to master the Ranger sword would be extremely appreciated.
You can’t change weapons or armor while still in combat. You need to get out of combat to change things around.
Haha love this
I did the exact same thing but I went from WoW to Rift (yes paying subs for it…grrr) and then finally found GW2. Each migration I gave all my gold/platinum away and encouraged everyone in my guild to join me.
Sorry, but no one’s getting my gold anytime soon in GW2.
and I don’t even want to know what Faygo is…
I run high-level toons with the QD train fairly often, but I do wish it was elsewhere. It’s not a matter of the spectacular loot (mostly blues/greens with the very occasional yellow) or the karma/XP (meh), and the money is a joke. I run it because the drops can be salvaged for the base mats, which are almost always worth more than the items themselves: for the most part you get whatever level your salvage kit is capable of. It’s just less time consuming than trying to figure out where the gathering nodes got moved to each day. As others have mentioned, it’s also a good way to get certain dailies & monthlies knocked out quickly. I love the idea of bringing back the pavilion and if that happened I would abandon QD and not look back, but for now there are a lot of reasons why it persists:
- The FGS train isn’t quite as stable and predictable as it used to be since the order was switched around.
- World boss runs and EotM can be hard for lower-spec PC’s to handle even at minimum settings.
- Many players either aren’t in Orr yet or dislike it for other reasons.
- LFG dungeon runs can be really particular if you’re not running one of the “approved” classes/builds.
Yes the QD train is dull and the rewards aren’t great, but there’s a low bar to entry and depending on what you’re after, the rewards are reliable and roughly proportional to the effort. Yes there are a few jerks who will get abusive in map chat if their precious rotation gets broken, but they are definitely a minority and usually someone will tell them to chill out. That said, people who deliberately mess with the rotation are kidding themselves if they think they’re accomplishing anything other than being minor annoyances for a short time. The economic incentives of the train guarantee that it will continue as soon as they move on, as if they had never been there in the first place.
tl;dr: ANet’s staff economist needs to look more at the overall incentives. This isn’t a dev or even a player problem, it’s just the natural result of the economy that they’ve deployed.
Well said. Totally agree.
I’ve had positive experiences with champ trains, though mainly in Frostgorge. I frequently farm silk at the location the champ quaggan spawns and as soon as I see it I alert mapchat that it’s flopping around out here. I can easily solo it but choose not to since I don’t really care about the loot or challenge and out of respect for other players (the train). Sometimes they say thanks we’re on our way, sometimes they say go ahead and kill it if you want, but thanks for letting us know. I like this.
As far as my experiences are with the FG train at least I don’t have any complaints. I think possibly there are more new players in QD that quickly adopt whatever behavior they see around them, so can rapidly become more toxic. Another reason to incentivize players to champ farm in higher level zones, or even better an area designated as a champ farming instance.
Don’t agree that everything should be cyclical, no matter how big the circle.
The part that turns something dynamic or ‘living’ is the fact that it isn’t in a closed loop. It’s an ever widening spiral, not a closed circle.
My favorite title for instance, which all my characters proudly display is “Avenger of the Dispossessed”. This title was only granted when completing an achievement during the Flame & Frost living story chapter which will never happen again. Having it repeatable somehow would not just be illogical but take away any meaning it had entirely.
I think the solution would be to program the phantasms to start their attacks within the attack range. For example the phantasm starts attacking at 400 so even if walking away the target will be hit.
What about in pve where you want your phantasm to be at max range? This could result in staff phantasm being completely useless in pve scenarios.
I see your point. Since PvE mobs don’t run away for the most part possibly starting their attack at like 590 for a 600 max attack range. Whatever the numbers work out to when calculating the distance a mob/player could walk away at & the time the Phantasm takes to cast it’s ability plus the time for the projectile to travel the distance to the target.
The point being I guess just not having them stop at exactly max range to initiate the attack animation, thus one step backwards and the attack misses.
I just think if the animation goes off it should hit you unless you LoS it. Since we aren’t in control of when the phantasms attack, this would be the best way to handle it.
That would eliminate range restrictions entirely so is not really a workable solution.
Although it would be pretty funny seeing my iMage hitting an enemy dolyak from atop my keep’s walls.
EDIT: Oh wait I see what you’re saying. Remove the range restrictions on projectiles if successfully fired by the phantasm. But still, really unlimited range? And how would the bounces work?
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If you all haven’t seen this you really should.
WoodenPotatoes, one of our most beloved GW2 youtubers uploaded a lengthy response addressing the concerns the RP community have with the megaservers.
Of course it’s far more important that ArenaNet sees this, but for us it’s at least encouraging to know that someone with this amount of exposure has brought further light on the problem.
The talks about RP and megaservers starts at 9:30
QandA Episode 25 – WoodenPotatoes
EDIT: Props to Oblivious33 for sending the original personal message to him that prompted his response.
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