@wasbunny: I noticed that in a previous post you mentioned your condition damage is around 1580. That’s…pretty low. In a standard WvW condie build, I hold around 2050 fully buffed/stacked, and if you wanted to go for absolute maximum I believe the grand total was something near 3000.
Something else to note is that you’re using old confusion in your calculations. 450 per stack is 2000 condition damage pre-nerf. Now that’s 225 per stack. With your 1600ish condition damage, it’ll be 185 per stack.
Right right. That 1580 is without food or any might, and PvE only. Looks like it’s 1974 with food and tuning crystals and Sigil of Domination. Of course this is again without might. I think the beauty of that new GM trait is that Cry of Frustration adds 3 stacks of Torment, 6 stacks of Confusion & 3 stacks of might in one shatter with this build. And if the sigil procs another stack of Torment (56% crit chance so it usually does). Of course the staff is continually adding Might & Torment on it’s auto-attack (double bounce trait as well).
Honestly haven’t crunched the numbers to this extent but it seems like adding that much additional conditions outweighs the added condi damage.
Well, it doesn’t really. The torment shatter is actually a very weak trait. Any build with that trait could be done better as a standard clone-death build without shatters. The issue is that shatters are fairly easy to avoid. Dodgeable, blockable, blindable, etc. None of those apply with clone deaths. On top of that, 3 stacks of torment is just…eh. It honestly doesn’t do that much damage, and the confusion lasts 4 seconds at best. Your opponent will either straight cleanse all of it…or just stand still a few seconds using no skills and that whole shatter will do about 1500 damage.
Note that this isn’t something particular about your build itself. It’s inherent to the trait, it’s simply too weak to be a shatter trait. It doesn’t reward the sacrifice of so many resources well enough. Your big shatter is Cry in this build. It does 1500 damage if your opponent stands still and takes no actions. Compare this to a glassy shatter build where each clone (+ IP) will do 2000-2500 damage.
But isn’t that the magic of Confusion/Torment and Mesmers in general? I mean in order to not eat the damage they have to stand motionless using no skills for at least 4 seconds, all the while you pile on more Confusion and more Torment and have your way with them. And how much damage do they take if they chose to ignore the stacks of Confusion & Torment? Or use a cleanse and put it on cooldown only to have more quickly added?
It ends up being sort of a tricky lock-down condi build. I’ll concede though that on my part it’s all mainly theoretical since I don’t PvP much and for God’s sake I’m debating this with Pyro.
EDIT: Looks like the Confusion lasts about 7 seconds for Cry of Frustration if that makes any difference. Master of Misdirection taken & with food.
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@wasbunny: I noticed that in a previous post you mentioned your condition damage is around 1580. That’s…pretty low. In a standard WvW condie build, I hold around 2050 fully buffed/stacked, and if you wanted to go for absolute maximum I believe the grand total was something near 3000.
Something else to note is that you’re using old confusion in your calculations. 450 per stack is 2000 condition damage pre-nerf. Now that’s 225 per stack. With your 1600ish condition damage, it’ll be 185 per stack.
Right right. That 1580 is without food or any might, and PvE only. Looks like it’s 1974 with food and tuning crystals and Sigil of Domination. Of course this is again without might. I think the beauty of that new GM trait is that Cry of Frustration adds 3 stacks of Torment, 6 stacks of Confusion & 3 stacks of might in one shatter with this build. And if the sigil procs another stack of Torment (56% crit chance so it usually does). Of course the staff is continually adding Might & Torment on it’s auto-attack (double bounce trait as well).
It looks like when fully buffed with 25 stacks of might the condi damage is 2849. This is without corruption stacks or ‘guard buff’ (I’m honestly embarrassed not to know what this is).
Honestly haven’t crunched the numbers to this extent but it seems like adding that much additional conditions outweighs the added condi damage.
EDIT: Feel a bit honored and humbled by Pyro analyzing my build. Big fan.
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Probably won’t help since I’ve been using a weird Mesmer condi build (of my own design) that is not officially sanctioned by anyone, anywhere but after calculating the highest condi damage I could this is where I’m at:
0/6/2/0/6 all Rabid. Staff & Scepter/Torch. Full Perplexity runes. Sigils of Torment in there as well.
This build that I call my ‘Mesmermancer’ will probably be scoffed at by all and feared by none, but the condi damage is truly impressive. Again, all Rabid is the key.
Why do you have 6 points in dueling if you’re aiming for maximum condition damage?
Well that’s a good point actually. I need to take 5 points to get Confusing Combatants, as well as DE and Phantasmal Fury.
I’m taking the new GM trait Maim the Disillusioned so I’m kind of stuck with that last extra point. I put it in Dueling to pick up another new GM trait Triumphant Distortion since I have no better place to put it (and because I like the way it looks
and seriously because there is really no other option for a condi spec, and added suitability is always good for one.)
Well, I’m just remarking on the fact that if you’re going for maximum condition damage, your setup is all wrong. You’d need to be 0/0/5/4/5 for absolute maximum, or 0/4/5/0/5 for a more workable setup. Your setup sounds like it’ll cap at around 2100ish condition damage with full stacks of corruption and guard leech.
I can see that. But I’m not really just calculating condi damage of conditions but the ability to apply conditions in the first place. For instance, on crit condis (torment) and bleed from my illusions, torment on shatter (new GM) and the condis applied from illusion death traits. With those builds it seems like I’d be losing out on a lot of application of the condis even though my condi damage is increased. I could be wrong but it seems like the overall condi DPS would be lower than my build.
EDIT: Looks like I was pretty close with my previous build of 0/5/5/0/4. I’m really multiplying for AoE condi damage so that AoE Confusion illusion death trait Confusing Combatants is really important. Picking up that new GM that adds Torment on shatter though changed things around a bit.
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Probably won’t help since I’ve been using a weird Mesmer condi build (of my own design) that is not officially sanctioned by anyone, anywhere but after calculating the highest condi damage I could this is where I’m at:
0/6/2/0/6 all Rabid. Staff & Scepter/Torch. Full Perplexity runes. Sigils of Torment in there as well.
This build that I call my ‘Mesmermancer’ will probably be scoffed at by all and feared by none, but the condi damage is truly impressive. Again, all Rabid is the key.
Why do you have 6 points in dueling if you’re aiming for maximum condition damage?
Well that’s a good point actually. I need to take 5 points to get Confusing Combatants, as well as DE and Phantasmal Fury.
I’m taking the new GM trait Maim the Disillusioned so I’m kind of stuck with that last extra point. I put it in Dueling to pick up another new GM trait Triumphant Distortion since I have no better place to put it (and because I like the way it looks and seriously because there is really no other option for a condi spec, and added survivability is always good for one.)
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Probably won’t help since I’ve been using a weird Mesmer condi build (of my own design) that is not officially sanctioned by anyone, anywhere but after calculating the highest condi damage I could this is where I’m at:
0/6/2/0/6 all Rabid. Staff & Scepter/Torch. Full Perplexity runes. Sigils of Torment in there as well.
This build that I call my ‘Mesmermancer’ will probably be scoffed at by all and feared by none, but the condi damage is truly impressive. Again, all Rabid is the key.
Looks like my condi damage is at 1580, so almost 400/stack of Confusion damage unbuffed. With food and such it’s usually around 450 per stack and I usually can maintain at least 10 stacks on a target. This is in addition to bleeds & torment of course.
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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.
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Church.
I’ve been a Mesmer main since the game launched, trying everything under the sun with builds & playstyles. To me Mesmers are the most ‘confusing’ profession, pun intended.
I’ve read countless critiques saying “confusion/condition Mesmer aren’t viable in PvE”. So naturally I made it my personal goal to prove them wrong (although I’ll admit it’s been an uphill battle).
Comes down to ’It’s not the tools you have, but how you use them’.
When I see my 25 stacks of Confusion ticking for 12K per attack from the boss as I summon one last phantasm, throw on a Feedback & Timewarp and go make some more coffee…well it feels like a victory only a Mesmer could understand.
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Just realized this was Uzi’s first post, visionary right out of the gate!
This is how the future is created.
I’ve done a bit of key farming and it seems to average about 1 scrap in 5 chests. I did recently get a scrap and a ticket in one chest but again I must have opened at least 100 before that.
You can have mine.
But seriously I’d like to see more exclusive skins rather than fewer. I mean how valuable is a T-shirt that reads ‘I climbed K2 2012’ if you just bought it at the gift shop on your lunch hour yesterday?
Don’t have much of a problem with the idea of re-occurring events however that allow you another chance at them.
Liadri 2 – The Reckoning (Now In 3d)
Hey you should check out the book ‘Rainbows End’ by Vernor Vinge…totally same idea (good book too).
I actually think we’ll be seeing something like this in the far distant magical future.
Here’s a relevant wiki:
’In the novel, augmented reality is dominant, with humans interacting with virtual overlays of reality almost all of the time. This is accomplished by wearing smart clothing providing gesture recognition and contact lenses that can overlay and replace what the eye would normally see with computer graphics, using advanced virtual retinal display (VRD) technology. In addition, haptic feedback is possible by overlaying graphics onto a physical machine such as a robot. This augmentation of reality is used for a variety of purposes:
Commercial (large gaming areas sell gaming environments mixed with haptics). The Cheapnet, a free entry-level service offered by commercial vendors of gaming solutions, can in principle also be used to coordinate networked augmented reality representations across the globe. However, jitter and latency are considerable problems with this basic network when long distances are involved. In the novel, Robert Gu develops an algorithm that partially compensates for these technical deficiencies, and might ultimately allow the inclusion of haptics.’
One can dream.
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Your idea with Champ Pavillon is generally good. Leave QD champs as they are – just make the loot at pavillon better. Then the people will move on on their own, without feeling angry that they have been denied yet another source of income (especially since the trains did receive a nerf recently).
When herding players towards specific content (or away from specific content), using a carrot is way better than using the stick. Too bad Anet doesn’t like to give out carrots.
We seem to be on two different sides of the fence about the QD train and yet I have to absolutely agree with you on this solution. I think it’s a win/win.
Actually I don’t really disagree with most of your comments to my post, in that they describe a certain totally valid playstyle of loot collecting as a main source of enjoyment in the game. I sincerely have no problem with this, and in fact you might be in the majority. Doesn’t matter really, as I said it’s a totally valid way to play the game. Of course the impact on the community and general game experience for those that don’t share this view can be negatively impacted, even if not intentional. Neither ‘side’ wants this, we all want a better experience regardless.
Myself on the other side of the fence couldn’t care less about loot or gold and find all my primary rewards to be the journey to the chest, rather than the chest itself. Once again, really doesn’t matter. To each their own.
Comes down to a philosophical difference really, so no right or wrong.
Anyway, I really think we are coming to a great ‘best of both worlds’ solution with having a purposefully implemented zone/instance much like the Crown Pavilion specifically for champ farming, or basically farming tough high level mobs in general.
There is no need to nerf the loot further as long as the loot gained in this area is greater than the current rate for the Queensdale train. It would be an upleveled zone which would allow new players to get a taste of what level 80 is like in PvE, not just in WvW or PvP.
While not eliminating the Queensdale champ train it would give another option for those who want to do this type of thing, reducing the concentration in QD. I would personally love to jump back into the Crown Pavilion every now and again for some quick gold and epic mayhem.
I like it, and if it was on my desk right now I’d be tempted to sign it into law.
What do you all think, could it work?
I think this is the post the OP was talking about.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Discussion-Mind-Stab-Rework
Ah ok thanks Kirito…never would have found that.
The danger is that new players coming into the game will end up with a shallow understanding of the game and thus share your opinion.
Without the crutch of a champ train leveling experience most players find out there is a lot more than just pressing 1 to the game. If that’s all they see then it’s possible, like you, to think that’s all there is.
+1
We should fear for the future of this game if that is acceptable to anyone.
Unfortunately when you look at progression that is all there is to the future of the game until they take the time change it. I’m speaking of course of Ascended gear end game crafting.
We’re not all so jaded and dispirited by the lack of new content that we can forget what it was like during launch, are we? I loved those days (yes, even with all the bugs) because it was a new game to me. I don’t know if I could say that if I were a new player starting in Queensdale today.
I would not wish a new player to experience this first thing into his/her new game. Is that so bad?
Exactly. Or even before they introduced champ boxes at all. Most level appropriate players would fear / avoid the champs, some brave ones would take them on. High levels would mostly ignore them except to possibly help out someone trying to take them down or to test themselves by soloing the beasts.
Champs were never seen as passive loot bags waiting to be farmed. They were Champions. Open world semi-bosses to act as challenges for 2-5 players. This was a preparation for future boss fights to learn things like boss mechanics and improve profession skill.
The problem was there was no other reward besides the personal thrill of besting them and the knowledge gained. So in the end the champs were mainly ignored & avoided. This led (unfortunately imo) to champ boxes being added as guaranteed drops and shortly thereafter, champ trains. The champ boxes giving level appropriate loot no matter what made it an obvious choice and ‘path of least resistance’ for a lot of players just looking for loot.
I don’t think the answer is to make champ boxes drop zone level loot, since this would concentrate the high levels to a couple areas with little reason to go back to lower level zones. I think the loot just needs to be equal to the challenge to get it.
The one time I really enjoyed joining in on any form of ‘champ train’ was during the Queen’s Jubilee in the Crown Pavilion. There they had four concentrated areas of vets & champions of different sorts with a legendary boss that would spawn in each at regular intervals, usually at least two at once.
It was really challenging, many died over and over trying to farm the champs. Whole groups of high level players would wipe in an area. It was both challenging and rewarding and didn’t negatively effect anyone with negative mapchat or trivializing content. And if you survived the loot was ridiculous, so much so I had to buy an extra bag slot since I was constantly filling my bags mid battle. And with that much loot I had the gold for bigger bags, extra bag slot, extra bank tabs etc.
So I think if they just brought something like that back and the rewards were at the right level, a lot of Queensdale champ train runners would be encouraged to run on that map/instance for the higher reward but higher risk. Maybe even making open world low level champions a more rare and random occurrence.
Yikes that was long, I guess I had more to say than I thought.
I feel like they could do what they did to the Spider. Downgrade the champions to Elite. Over in Kessex Hills, upgrade a few to Champions. =)
This is a good idea. Remove champions from all 1-15 zones by replacing them with Elites. Just relocate the QD train to Kessex or the like. The train runners can have their mind numbing farm and the starter zones can be free of it.
Why make the 1-15 zones play any differently from the rest of the games, for example take a look at traits, you unlock them at 36 but wait some of them require you to do something many times higher in level.
Or you can pay cash and skill points?
Lucky the train bags drop skill scrolls and coin right?
I do not share your viewpoint on this. You make it sound like Queensdale is the standard for every other map in GW2, that it should be held as the example for new players. Starter zones should be areas for learning the basics of general PvE, gradually learning. Not – Champ Train 101 or bust!
What standards of PVE? You mean auto-attacking mobs that are no longer a threat because everything got a nerf to make up for the fact players have less stats till end game?
Or you mean the stack and auto-attack basics of PVE which you learn in the train anyway and will use in everything from dungeons to the latest living story content?
The danger is that new players coming into the game will end up with a shallow understanding of the game and thus share your opinion.
Without the crutch of a champ train leveling experience most players find out there is a lot more than just pressing 1 to the game. If that’s all they see then it’s possible, like you, to think that’s all there is.
I’ll admit I got a bit hopeful after the megaserver went live as I was still at least occasionally seeing RP going on around me in a few areas despite the chaos it caused. Have to say now though for at least the past couple weeks I’ve slowly come to realize that I’m no longer on TC, and that TC outside of WvW no longer exists.
No RP out in the world (at least in whatever instanced map I get put in). No RP in the home cities. My once beloved Grove is now a waiting room for hordes of players to stand at the TP or spam spells.
I miss The Grove. I miss TC.
((OOC /cry))
There’s already a train in Kessex. Not as active as the Queensdale train but it’s pretty continuous. I personally would rather not have to choose which maps get taken over and set aside for those who want to champ train.
Really think the Queen’s Jubilee champ farming instance (Crown Pavilion) had a lot of potential to make both sides happy.
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Thing I was pointing out was that if a phantasm stops at say 600 range (with a 600 range attack) and the attack itself takes any time at all to cast and to travel, if the target moves to a range of 601 it will miss. I don’t think instant casting phantasms is really on the table.
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. They also need to travel slightly faster than an unbuffed player/mob walking away.
EDIT: And yeah seriously, why not have all the projectiles home to their targets if within range? Just seems to make sense. Although I was glad I could just wiggle back and forth to avoid Liadri’s staff attacks.
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Thats a different issue.
Issue 1 is the range. If a phantasm like iMage has an attack that only has 1200 range and is fired at 1200 range, the target has to make one step and the projectile disappears at 1201 range before it hits (theory).
Issue 2 is the homing / slow moving / skillshot projectile. By simply spamming left/right/left/right you will NEVER get hit by iWarlock for example. It shoots where you will move and therefore never hits. Then the iMage seems to have a “shoot where it is” skill in the vid. I don’t think thats true, but I guess he won’t aim out of his range where the enemy will move to. So he uses the farest possible “will move there” location wich is similar with the max range in general. He would hit if he would move closer to 1000 range and the bolt flies 1200 far.Imo iDisenchanter, iMage and iWarlock should have homing shots. It’s easy to dodge those skills, same as iSwordsman or iZerker. However letting them miss all the time is extremly frustrating, even in PvE when mobs run and stop for an attack and the 20k iWarlock bolt flies into the void.
It seems Rangers have this same problem with their pets. The pets will run up to the target, stopping at whatever their max attack range is. This is often dramatically countered by the target taking one step back.
While Phantasms seem to suffer the same problems as Ranger pets it’s actually even worse since Ranger pets do in fact move faster than the player, even untraited. As far as I’ve been able to tell Phantasms move at the same speed as the Mesmer. But they unfortunately stop as soon as they are at max attack range.
Solution? Hmm… (scratches head) maybe have them start attacking closer to the target? Maybe that’s just crazy talk.
EDIT: Sorry, just realized that last part sounded like I was snarkily advising to just cast the phantasms closer to the target. What I meant was for ArenaNet to program them so that they stop and attack inside their max range, far enough in so that the target can’t simply walk slowly out of range.
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I’m sorry but is there a link to where they talked about GS changes? I would like to read what they’re saying.
+1 For staff.
Staff is by far my favorite Mesmer weapon to play, PVE DPS on it though is not so great..
Would also like to know where this is. Could someone in the know please give a link?
I never minded the champ train in Queensdale much since I rarely went there, partly due to the champ train. I always thought it was a bad place for this kind of playstyle since it could give an extremely bad impression to new players though. Having a map almost roped off as the champ train / key farming zone I suppose is not too bad, if it wasn’t in a starting zone.
I think the Queen’s Jubilee offered an interesting alternative to open world champ trains. Maybe give the people who enjoy champ trains (nothing wrong with that) their own designated zone/area/instance, almost like a mini-game. Sadly EotM has basically become this already I suppose.
Not to be off topic but this is happening more in other maps as well as Queensdale.
As an inevitable byproduct of the megaserver there’s now a continual champ train in Cursed Shore. This was one of the maps I used to spend a lot of time in to test my skills against champs, test out builds and do events that were actually challenging for the small groups that would organically form.
Now champs are killed almost the moment they spawn. Events are trivialized and completed by a huge zerg hoping from event to event, champ to champ. With the increase in population on all maps of farmers and bots normal mobs are starting to become scarce too. If there ever was anything challenging in Orr it is gone now.
With the introduction of the megaserver if left completely unchecked I’d expect to see a lot more champ trains like the one in Queensdale running in other maps. Some will welcome this, some won’t.
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More good points, in fact you’ve got me re-thinking my entire line of reasoning.
When I dig a little deeper into the ‘problems’ with Ranger’s ranged combat it more boils down to how much content is done by just stacking in a corner in melee range. In these situations the Longbow of course becomes less effective than melee weapons, or even other profession’s ranged weapons.
With mechanics that don’t necessarily optimize melee stacking Spotter longbow & spirits make perfect sense the way they function now. Makes complete sense to be hanging back at range between say a staff Mesmer and a grenade kit Engineer buffing them with Spotter & spirits while the Guardian & Warrior stand in melee with the boss protecting & buffing each other. The Ranger can still jump into the fray with melee weapons whenever necessary of course.
I suppose the way things are it actually allows the Ranger to be more flexible instead of what I originally proposed which would end up just buffing melee fighters.
Good talk, seems there’s a lot more to Rangers than meets the Eagle Eye.
Good points. I kind of forgot about the fights that are mainly ranged, although there really are more that are melee.
I guess with things like Spotter & spirits the fact that even if the fight is ranged it’s still unusual for the ‘rangers’ (hehe) to be stacked up in order to get the benefits, especially if a lot of kiting is involved. The ones staying at range usually form a ring around the boss or are running around and thus get pretty spread out. So traits like Spotter or spirits in general are usually less effective if the fight is ranged and almost useless if melee (with Ranger at range).
Maybe the way to go about it would be a type of toggle that the Ranger would have access to, probably a utility skill. Although I don’t see a huge trade-off from just making Spotter act as I’ve described, except in those rare cases when everyone is stacked at range of the target.
Definitely agree range should still have less damage than melee. But I look at my Guardian for instance and when using ranged weapons (scepter/focus/torch) there is no actual damage penalty for getting into melee to share boons, shouts etc with ranged weapons. With longbow in order to share buffs like Spotter or spirits you have to sacrifice the damage you do at range.
Just seems a little backwards. Even solo I have to be in melee range in order to share those buffs with my pet. Spotter is the one that bothers me the most since its one of the more powerful traits but is really only optimal if going melee.
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As a disclaimer Ranger is not my main, but I do have all 8 professions at level 80. I’ve recently revisited my Ranger in the hopes of unlocking some of the secrets of making them feel unique among the other professions.
The main obstacles I’ve been seeing have been regarding the Ranger’s ranged abilities, especially how these interact with groups.
I don’t intend for this thread to be a discussion of what Rangers ‘should’ be or the viability of ranged vs. melee in general, but to give some feedback to help the profession have at least a consistent ranged option in group combat.
While I understand that Rangers aren’t intended to be solely a ranged or archer class, I keep running into traits & skills that seem to work against ranged combat entirely, especially in groups.
A few examples of how ranged abilities seem to work against each other:
Encourages range from target:
- Longbow – Long Range Shot (skill 1) – Shoot your foe from long range. The farther the arrow flies, the more damage it does. This encourages the Ranger to keep the target (and thus any melee players/pets attacking the target) at range from the player.
- Longbow – Point Blank Shot (skill 3) – Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back. Enables the Ranger to stay at range by launching the target away from them and any melee players/pets. This can be, well… annoying for any melee players in the group so must be used wisely.
- Longbow – Eagle Eye (trait) – Increases longbow and harpoon gun range. Longbow and harpoon gun damage is increased. Increases possible range of the Ranger from target (as well as any melee players/pets).
Discourages range from target:
- Spotter (trait) – Increases precision of nearby allies. Only effects players/pets around the Ranger, thus only fully useful in melee (or in the rare situation where all allies/pets are grouped at range from the target).
- Spirits (untraited) – Effects of spirits are centered around themselves so is either beneficial to the Ranger only (if at range) or to the melee group/pets only (if placed near the target).
- Spirits (with Spirits Unbound trait) – Effects of spirits being centered around themselves and thus only effect the Ranger unless they go into melee range. Could also effect any ranged players or pets nearby but again, this is rare.
So it seems at first glance that the Longbow in particular is meant to be a solo weapon only but without any utility skills that could enhance that playstyle. But even in solo situations the buffs provided by spirits or Spotter are not even shared by the Ranger’s pet unless the pet is ranged (which also means the mob will just charge into melee with the Ranger anyway).
So my proposal to fix this Ranger ranged identity crises is this:
Focus passive buffs like Spotter or Spirits around the target, but include the Ranger & pet automatically regardless of range.
This could be accomplished in any number of ways. Here are a couple I’ve come up with:
- A new trait that makes any attack by the Ranger paint a ‘crosshair’ on the target that all allies see. All passive bonuses are centered around that target but automatically include the Ranger & pet. This would include Spotter and any spirit passives. All spirit ‘active’ effects would still be centered around each spirit.
- Simply add the above mechanics to the Spotter trait. This to me is a much more elegant solution and actually makes a lot of sense with the name of the trait itself. Also seems relatively easy to implement.
- A new utility skill that would paint the crosshair on the target and function the same way as above. Similar to the Necromancer heal skill Signet of Vampirism but with no cooldown. Like above would just shift all passive bonuses to be centered around the target while still including the Ranger and pet.
I think something like this would go a long way to help ranged Rangers contribute more in group encounters without feeling forced into a melee only profession.
I just downloaded the free trial of GW1 last night and after a few minutes of play realized that it had two things I’ve been dreaming about and begging for in GW2; customizable UI and build templates.
So many have posted requests and justifications for including build templates in GW2 that I don’t need to add much more. I do think ArenaNet is planning on adding this feature in the future as the new free anywhere trait reset system seems to suggest.
The ‘L’ word.
Liadri.
After countless hours of sleep deprived blood, sweat and tears, countless gauntlet tickets, respec’ing, re-outfitting, studying tutorials, and several nearly irresistible urges to throw my computer out the window I finally beat Liadri…on my necro.
The Liadri mini is still the only trophy that I care about in GW2 and my most epic memory of personal triumph in the game to date.
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This is sort of amazing.
Everything seems to be working but I can’t get my mouse wheel to continue to zoom (as I have it set now).
Nonetheless it’s a really great cruise control toggle. If there was anyway in GW2 to be able to assign a new action for the right mouse click (which with the script running is useless except to toggle it off) it would be incredible.
Great job, my mouse and I thank you.
You’re obviously new to the game, so welcome!
You never have to deposit gold into a bank. Awhile back they introduced an account wallet system so it’s all automatic, never have to get your hands dirty.
To get your gold back just talk to your guild leader or officer, they have access and I’m sure will get it back to you.
EDIT: And in the future don’t ever post players account names…you need to blank them out or just not include the screenshot. It’s frowned upon on the forums.
EDIT (Again): Sorry, I just realized by your stage in the personal story and actually by the fact you have 50g to deposit at all that you’re probably not new to the game. I hope my ‘welcome to the game’ comment didn’t seem sarcastic, it really wasn’t meant that way. I’ve made my share of /facedesk mistakes with tons of time in the game believe me.
(edited by Wasbunny.6531)
1. Build Templates (already close with the trait resetting, just needs a way to save and name the build with a single button for activation).
2. Day/Night & Weather Overhaul (dynamic events linked to time of day, harder/different open world content at night and more pronounced darkness, environmental buffs/debuffs).
sorry I have to bend the rules a bit
3. ‘Blind’ Obscures Player Vision (similar to the hallucination effects caused by the toxic alliance, while blinded the player’s vision is at least partially obscured/warped.)
If you think all MMO’s are dull, then what in the heck are you doing posting in an MMO forum? Why do you even have an account for that matter? For crying out loud, go find something else to do!
- And if you hate MMOs then you REALLY wanna check out Guild Wars 2 !
Thanks for the link never saw that one before. No idea what your point was but thanks all the same.
Here’s another one:
Well mainly that gold is the primary or only way to get things and so you need to grind gold for all those things. Having gold / an economy as an extra is ok but not being able to work directly for many items but having to grind gold to buy them.. thats what I am talking about.
My famous mini example again. With the exception of a few mini most simply require you to grind gold and then buy them with gold. There is no option for you to get them from specific content ingame. This seems to be related to them wanting to sell gems but that does not make it any better. For a B2P game maybe even worse.
Same for a legendary.. what is the best way to get it? Grind gold and then buy what you need. It;s not working in game towards the items you need directly by doing specific content (farming, doing events and so on).
I do genuinely agree with part of what I think you’re suggesting.
I think back on my most prized possession, the Liadri mini. I earned that thing through endless hours of blood, sweat, and tears and when I finally bested her…was probably one of the best GW2 moments I’ve had. I did not (could not) buy it, I couldn’t champ train, buy gems, farm, or do anything but prove myself in order to earn it. It really is the only reward I’ve ever cared about in the game and when I proudly display it anyone who fought Liadri knows how hard I had to work to get it, and that it is well deserved.
I do sincerely wish more things were obtainable only through content, without the option to buy with gold or gems. It would make those things all the more valuable and treasured.
Specific drops from Tequatl or the Great Wurm are sort of in the right direction as they can’t be traded and prove at least you were there and got lucky. I would love to see the luck taken out of it though, so you are justly rewarded with real treasure for real effort.
Interesting post about how WoW locks some content behind gear and how GW2 does that less but that does not mean there is no grind. For example for all the cosmetics, and the fact that something is optional does not mean it does not require grind. The whole game is about cosmetics.
I think I see the misunderstanding here.
You are defining ‘grind’ as: Gold (in-game economy as a whole)
Therefore: ‘For example for all the cosmetics, and the fact that something is optional does not mean it does not require gold. The whole game is about cosmetics.’
Now this makes perfect sense and I would have to agree that an in-game economy exists and gold can be used to buy most things in game. The process of acquiring gold through every single activity in the game doesn’t seem to be the sticking point. Just that an economy exists where certain things have an associated cost.
It would be an interesting discussion thread to talk about the pros and cons of eliminating the in-game economy altogether, making everything free from the start.
These kinds of misunderstandings are why it’s so important to first define the definition of ‘grind’ before being able to debate about it.
I’m with WoodenPotatoes in thinking this years Dragon Bash will kick off season 2 Living Story. Can’t wait.
Totally agree with all the points you make about last year’s Dragon Bash OP. Kind of forgotten some of the annoying things that were going on during that (especially the race to steal hologram spawns, brought out a lot of bad in people). Pretty confident things will be better this year.
And the wallet…three cheers for the wallet! I remember the dark ages before ArenaNet gave us the account wallet, those were some primitive times indeed.
There is a lot of amazing things in GW2 that is either forgotten or taken for granted, but once you spend some time in other MMOs it’s always oh so good to be back.
(feel bad about snipping such a great post, but for the sake of space…)
~snip~
Trust me, if you’ve never been to the depths of a game in which gear was the measure of your worth, you’re fortunate. GW2 feels like I’ve died and gone to heaven, where the air smells like warm rootbeer and the towels are oh so fluffy in comparison.
So very true.
Let’s imagine that Citadel of Flame is only accessible after a gear check, full ascended armor & weapons or no entry at all. Then lets imagine ascended gear is not craftable and only drops randomly in chests in Honor of the Waves.
Now imagine HotW requires full exotics or no entry and exotics are not craftable and are only found as random drops in chests in Twilight Arbor.
Further imagine that instead of everyone in the party getting an equal chance for the ascended or exotic drop they need in order to get into the next dungeon/raid only one person has a chance to get the item. If the party is lucky enough to have the gear show up in the chest they must ‘need/greed’ roll to see who gets it, with the possibility of someone stealing it outright.
Can you imagine the grind and negativity this kind of gear check would cause? Luckily no game is sadistic enough to put it’s players through that.
Agreed. It’s a beautifully designed game, from the art direction to the underlying mechanics. Even the pay model is still revolutionary and immensely appreciated.
Of course if I worked at ArenaNet (who knows, maybe someday since I am studying game design) I’d have a few things I would suggest at the morning meetings. Overall though I’m constantly impressed by how much heart and artistry continues to be put into this game.
Recently someone commented on a Youtube review of another MMO (which was overwhelmingly negative) that they were interested in GW2 as it looked really good but were nervous about all the negative feedback they saw on the forums. I encouraged them to give it a try and know that while there is a very vocal minority that has more negative feedback than positive, for the most part they are only that passionate about GW2 because it’s important to them.
Nemesis, a very well known GW2 youtuber just had his account hacked and all characters wiped. Thankfully ArenaNet reinstated his account and rolled it back to before the attack, restoring most of what they stole. Props to ArenaNet.
Their common method (and it does seem to be from one main source) is to hack your email account and then use that as a way to gain access to your game account.
Change your passwords for the email account linked to the game as well as the game account password.
There is also a free account authenticator you can get from the GW2 support site.
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“Anything purchasable by in-game gold/gems can be ruled out since gold can be obtained through literally any activity in the game, including exchanging real life cash for gold/gems. “
Lol that is EXACTLY the part that makes this game so much of a grind. It’s grind for gold, grind for gold and more grind for gold to get all your items.
But then again, you obviously have a very different definition of grind then I do. Doing specific content multiple times to get an item is farming, not grinding.
Having contact lock behind something they usually call tier grind or or type of locked content (locked behind stats or something else). Not just ‘grind’. Then again pretty much every mmo has that including GW2. You can’t do Arah with a lvl 1 character. That is less in Gw2 then in most games but it’s also in GW2.
Not sure how much sense this makes, at least about gold=grind. I guess if the definition of ‘grind’ is: Anything with a cost in either currency, time or both.
Of course then every game from Skyrim to GW2 would be considered ‘grindy’ so an answer to the OP’s original question would be impossible.
Here’s a real life (in-game) example of what I mean. True story, just happened.
I want to buy some new skins to unlock so I need some gold. I just found a recipe for food that sells pretty well on the TP but requires a couple ingredients that I don’t have enough of. I see I can get these from various mobs and harvesting nodes in at least 4 maps. So I set off on my little self imposed adventure to collect what I need, whistling while I do. The moment I get bored (whistling stops) I immediately move on to something else that I enjoy in the game (whistling resumes).
I just find it impossible to label my little self imposed goal that took me on a little adventure through Tyria as a dreaded ‘grind’. I enjoyed it, it was fun and totally of my making.
In my mind I haven’t ‘grinded’ once in this game and have all 8 80’s in all exotics, two of which have full ascended everything. If playing the game just feels like an agonizing ‘grind’ to get (insert whatever) then I have to say this game might not be a good fit overall.
~snip~
You claim that crafting ascended gear is not grind because the means of gaining the materials is not limited to a single activity. But, actually producing the gear requires participation in a single activity, crafting.
~snip~
This is actually a good point. Ascended armor is exclusively (excluding random drops) obtained by crafting. I suppose the actual process of getting crafting to 500 fits the first part of this definition since it’s a singular limiting factor, with no other options.
It is not required however to have ascended gear in order to experience other game modes beyond high level fractals, as I detailed in my post. It is a cost in time and/or gold, not a requirement. The crafting materials being obtainable through nearly every way imaginable also makes this not fall under the definition of ‘grind’.
~snip~
As to, “Having limited options of attaining something that is required in order to participate in a particular part of the game,” the part of the game that I enjoy, in which I desire to participate, is playing a variety of content while my character is equipped with BiS gear. In order to participate in this particular part of the game, one that ANet designed as integral to the game by implementing gear based performance, it is required that I attain ascended gear. There are limited options to do so.
~snip~
This is where the logic falls apart.
Everything in this or any other game is acquired through time, currency or both. This is the cost of getting something you want in the game.
If you want to play a variety of game modes in ascended gear (as I do actually) there is a cost in time & gold to do so. This is a self imposed goal as is anything else in the game. It is not required, but it is also not free. There is a huge amount of options for obtaining the materials necessary to get crafting to 500 & crafting the gear. Literally doing the variety of content you enjoy will get you all you need.
Example: If I enjoy doing a variety of content while having my character only using Abyss dye there is a cost in time/gold to get Abyss. I wouldn’t call the process of scraping up enough gold an artificially imposed grind of any sort. It’s a cost that I agree to pay, and there are countless ways to get to my goal. It is also not required that I have Abyss dye to play any part of the game.
Of course feel free to offer any other definition of ‘grind’, it just needs to be the starting point in any discussion; to define the terms.
Every time one of threads surfaces it’s the same story, the word ‘grind’ is thrown around without any time taken to define what that means.
The first step in qualifying if something meets the definition of ‘grindy’ is to define your terms. So step 1: define your terms.
This is how I’d define ‘grind’ in an mmo context:
Grind: Having limited options of attaining something that is required in order to participate in a particular part of the game. The player is thus forced to do a specific repetitive task in order to have access to other parts of the game.
Grind does not simply mean anything with a cost in either time or gold.
So let’s look at what could fall into the ‘grind’ category in GW2. Anything purchasable by in-game gold/gems can be ruled out since gold can be obtained through literally any activity in the game, including exchanging real life cash for gold/gems.
So we are left with only one thing that could potentially fall under the definition of ‘grind’; ascended gear, which can’t be 100% obtained through in-game currency. Some required components for crafting ascended gear cannot be traded so can’t simply be bought using gold. These ascended materials are however available in every game type, from jumping puzzle chests to WvW, spvp, dungeons etc. So definitely does not meet the definition of ‘limited’.
There is no content in the game that requires ascended gear. The one exception to this is high level fractals, due to AR infusions only available in ascended armor. High level fractals requiring ascended armor is the closest thing to the definition of ‘grind’ so far, since it is practically a requirement to have for the agony resistance alone.
The ascended armor requirement for playing higher level fractals does not meet the other part of the definition of ‘grind’ however since the methods of obtaining the gear is virtually unlimited, and are often gathered from simply doing the actual lower level fractals.
So in answer to the OPs original question if GW2 is the most ‘grindy’ game ever, the answer by this definition is no. In my experience with mmos it’s actually the least ‘grindy’ game I’ve ever played.
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The title plus the comment plus your signature quote…well, that’s a lot of funny right there.
Thanks Hamfast!
To be fair GW2 does fall under the definition of RPG:
‘Several varieties of RPG also exist in electronic media, such as multi-player text-based MUDs and their graphics-based successors, massively multiplayer online role-playing games (MMORPGs). Role-playing games also include single-player offline role-playing video games in which players control a character or team who undertake quests, and may include capabilities that advance using statistical mechanics. These games often share settings and rules with tabletop RPGs, but emphasize character advancement more than collaborative storytelling.’
I don’t think anyone bought GW2 under the assumption that it would be a strictly Roleplaying game, but I do see areas that need improvement with regards to RP.
Someone explain the Yak Parade to a Pikeneer, RP in WvW has always interested me.
I had to look it up too. What I found made my day.
I’ve been experimenting with this trait since it came out and I find the mechanic really interesting. As others have said it’s extremely underwhelming in 1v1 or even 1v2 but as the number of victims grow the strength of the trait starts to show itself.
I’m using it in my hybrid build (rampager so pretty glassy) mainly in dungeons. A good point was made though in this thread that in dungeons it really only shines with trash mobs, when you really don’t need that little extra bit of sustain.
But an interesting dynamic starts to happen. The more mobs you pull and infect with conditions the more sustain you have to handle those bigger pulls. It can actually be better to tag some distant mobs with long bleeds and then go back to focus the other target just to get the heals, which weakens those other targets for when it’s time to focus them. One downside to this of course is that by aggroing more mobs at once you’re putting more pressure on your team.
Also something I’ve been playing around with is taking the Terror trait with Nightmare runes. Since Fear is a condition and with Terror does condition damage any ticks of Fear damage are also heals. So Terror now becomes a healing trait as well, especially if you are quick enough to epidemic the Fear.
Of course Spectral Wall becomes equally powerful as anything Feared by it will be running for their lives while healing you. Add to that equation a couple stacks of Torment and it gets really fun.
It’s a really interesting mechanic but I keep debating whether or not it’s better to just take Close to Death. Still experimenting though.
Seems like we’ve all analyzed the problems introduced with the megaserver and have almost unanimously arrived at a solution.
Add playstyle preferences to weight the algorithm that the megaserver uses to determine who goes where.
I finally found this detailed in another MMORPG that was recently launched and uses a seemingly identical megaserver model. I honestly don’t know if this was ever added to that game but in theory it’s exactly what is needed in the GW2 megaserver system. For all I know ArenaNet is fully aware of this and is working to slowly introduce something similar in the future.
Anyway, here is the quote from that other (unnamed) MMORPG:
‘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.’
I know we’ve all suggested almost exactly this hundreds of times in this thread but also know that another AAA MMORPG with a megaserver implemented was also thinking this far ahead and arrived at the same solution.
I really do think ArenaNet is working on something similar, it would just make sense and it seems at least on the surface very easy to implement. They want this to work as much as we do, so hopefully ArenaNet has this on their priority list, at least somewhere.
I was in The Grove (TC) the other night and noticed some really interesting loosely organized RP going on around me. As I went about my business I passed by the group that was creating the small event. Standing in the middle of these gentle Sylvari was a player that had transformed into a golem and was spinning, spamming spells etc. trying to disrupt the RPers anyway they could. Thankfully the RPers ignored this troll and they eventually got bored and left.
I later whispered one of the members to thank them for keeping RP alive despite the disruptions being caused by the new megaserver implementation.
So I just wanted to extend that gratitude to everyone who is still RPing despite the added chaos this megaserver adjustment period has caused. It really is appreciated, even by those of us who don’t usually actively partake in RP events.
I also think the OP has a good point. There’s really no reason that slotting a signet (or any consumables for that matter) should give any sort of handicap, however slight. If I’m fighting a full signet warrior for instance I know I don’t have to worry about a Bola or a Bull’s Charge. I can also see when those signets get popped.
Mesmers are probably the most effected since their clones don’t have any of the signet or consumable icons, thus making it extremely easy to tell the player from their clones.
Orders a pepperoni pizza.
Convince me I want to eat this pepperoni pizza. Why would I spend any amount of time of my day eating this pepperoni pizza?
Trolling? Nah I’m just going to act normally as I do always in character everywhere. Everyone should do the same if they RP, then we will drown out the haters.
There is a right or wrong way to conduct yourself and go about it. I’m taking the high road and doing as I normally do which is: RP everywhere!
My characters are no strangers to battle, so would it be so hard to think WvW is no different than say acting out slaying 1000s of centaurs or risen on a daily basis fighting for the common good? If it fits in your character’s personality and they have a reason to be there… Why not RP it?
Its not trolling if it makes a lick of sense.
Most of the time I’m half OoC (out of character) anyways.
Fair enough.
Absolutely nothing wrong with RPing wherever and whenever you want, just so long as the intent behind it is not to disrupt. I guess I envisioned the aggravation of having commander directions or scout intel being drowned out by RP in /m chat. If it’s all in /s & /e I see no problem with it, in fact it might bring a more epic feel to WvW.
I suppose if we start seeing groups of RPers just RPing in either WvW or PvP and not actually partaking in the battle we’d have a problem and things would escalate in a predictably ugly way.
So yeah I see your point, we just gotta be careful as to what our motivations really are.