At least we can’t say we are neglected.
Including Aquatic Ruins, TAF and TAU.
As you wish.
Sadly not, the only class I could write something about would be guardian and even that would end up probably be limited to “Chain your blinds and blocks in order to take out a lot of damage from the group”, “many encounters contain enemies which use projectiles, wall of reflection can protect your group and damage your enemy in such cases” etc.
However I noticed a spelling mistake in the Ele-section, more specifically in the section “before fighting”. It says “lighning hammer” instead of “lightning hammer”.
You have been given a green light! Go!
Problem with food.
Nerf warrior.
I think you nailed it.
It’s -20% condition duration per stack.
How do I know this?
It’s magic.
Potions are just not designed well. They are very specific to certain parts of the game. Like, when am I ever going to need a potion that specifically kills dredge, or flame legion?
Well there are some dungeons where they are useful, but I’m not going to be carrying them in my inventory everywhere I go. Which means that whenever I need them, they are most likely still in my guild bank. And that’s the problem with potions. They take up a ton of space, and you never really need them, but when you do, they are in storage.
You can always ask for someone to send you one
But yeah, it’s pretty pointless system.
So no takers for Engineer, Thief, Ranger or Guardian?
Firestorm from Imbued is instant cast so I’m pretty sure it is always used on cooldown. So if you know its cooldown you should be in theory be able to dodge out of it every time. But I have to verify this.
This would actually be interesting to find out since I had the exact same thought – kittened me off often enough, especially since the the first hit is an insta-hit iirc, so it’s probably the same as the Firestorm from the FGS, i.e. 15s cd?
Seemed to be about 13 – 14 s based on random youtube video. I don’t have any video footage for accurate checks though.
Greatsword hits? should be an instsakill.
Rifle shots? Instakill.snip…
Just going to go ahead and leave this image here, rifle can already instakill.
575 damage is hardly an instakill.
You might want to go ahead and relook at that image, the damage i was showing was 17.2k. which is an instakill on most classes.
Let me guess 17.5k kill shot to what? uplevel on green armor going all zerker?
Celestial Ele, half exotic half ascended. So ya that warrior skill is a little op.
Not even with full zerker, 25 stacks of might can’t do 17.5k damage on a Celestial Ele.
Nice try tho..Yeah, you could. Full ascended celestial light armor and accessories with no points in the armor trait tree is only about 2400 armor.
A 30/10/0/0/30 warrior can have the following damage bonuses
+15% from berserkers power
+3 % from stick and move
+10% from slashing power (switch to your gs before the bullet from kill shot hits to get the bonus)
+7% from burst mastery
+3*x% from destruction of the empowered
+1*x% from each stack of vulnerability
+5% from sigil of of force (or +10% if you have another weapon with sigil of night to use at nighttime)
+10% from scholar runes17.2k is on the high end, but it’s definitely doable with might on the warrior and vulnerability and boons (not protection) on the ele.
If that is the case then don’t come here and whine about a 17.2k damage. Look at all the facts to actually attain that high damage, for me it looks more like a stage picture.
Completely pointless but here is a theoretical high damage.
Power:
2247 (base + full ascended gear with scholar runes + mighty infusions)
300 (traits)
180 (Signet of Might)
170 (Banner of Strength)
150 (Empower Allies)
875 (25 Might)
100 (Guard Killer)
~100 (Sharpening Stone, could get bit more)
Total: 4122
Ferocity:
845 (gear, runes)
170 (Banner of Discipline)
300 (traits to get damage modifiers)
Total: 1315 = 237.67 %
Damage modifiers:
1.15 (Berserker’s Power, full adrenaline)
1.03 (Stick and Move, not full endurance)
1.10 (Slashing Power, switch to greatsword after firing)
1.09 (Empowered. 9 boons)
1.24 (Destruction of Empowered, 8 boons)
1.07 (Burst Mastery, burst skill)
1.10 (Sigil of Night)
1.10 (Sigil of Impact, target stunned)
1.10 (Seaweed food, move after firing)
1.25 (25 Vulnerability)
1.10 (traited Frost Spirit)
1.10 (untraited Frost Spirit)
1.10 (Scholar bonus)
2.3767 (Critical)
Total: 9.9174
Weapon damage:
1155 (Greatsword, bit higher than Rifle with Slashing Power)
Raw total damage: 3.25 * 4122 * 9.9174 * 1155 =153451509
Against 3k armor: 51151 damage.
Against 2k armor: 76726 damage.
Against naked frenzy warrior: 209404 damage
Hopefully I didn’t miss anything.
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Firestorm from Imbued is instant cast so I’m pretty sure it is always used on cooldown. So if you know its cooldown you should be in theory be able to dodge out of it every time. But I have to verify this.
Even if it always had the same cooldown, that can get messed up by chill. It’s just bad design for a boss to have a hard-hitting attack that has no animation at all.
Just add 0.6 s for every second he was chilled.
Yes yes, I get your point.
Firestorm from Imbued is instant cast so I’m pretty sure it is always used on cooldown. So if you know its cooldown you should be in theory be able to dodge out of it every time. But I have to verify this.
< 150: Melee
600: aggro range
900: short-range ranged
1200: standard ranged
1500: high-range ranged
My Thief is level 44. Next year, it will be my main.
Teleport shot has 1.6 s animation. Of course it doesn’t really matter if Mai is covered with flashbangs.
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6/10.
Pretty good!
Good catch (one of the builds had wrong traits).
I wish I could help but unfortunately way too busy with my own project.
There is so much data to collect…
Can you guys pm me any exploits me you know (and how to reproduce)? I will put them at gw2dungeons which hopefully fixes them.
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Sorry. Still doing it.
I meant nothing has been done for site IP so it’s weird that it works for Sublimatio.
But good work. Looks good. Pugs like braindead!
Which name you want to credits?
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Unfortunately a known bug. Has been around for ages. :/
Really? :O
Nothing has been done.
First part is the link to wiki.
For example wiki=“Shake_It_Off!” gets directly converted to http://wiki.guildwars2.com/wiki/%22Shake_It_Off!%22 with text “Shake It Off!”
Second part modifies or replaces shown text. If second part starts with ( it gets appended after first part. If not, then it replaces it.
For example (utility) gets added after “Shake_It_Off!”. Which results in a link to wiki with text “Shake It Off!” (utility).
But with wiki=Charge_(warrior_skill)|Charge_(Warhorn) result is a text Charge (Warhorn) which links to http://wiki.guildwars2.com/wiki/Charge_.
tldr: First part links to wiki. Second part is shown text. If second part starts with ( it gets appended to the first part.
Feel free to do first versions for Elementalist and Mesmer. Doesn’t matter if all go wrong, they can always be refined!
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Oh, you may have to hard refresh the site to actually see what I’m talking about.
Here is an image of what you should click.
And yes, it’s a general tip. Not encounter specific.
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I added general profession specific tips to the site. Unfortunately I can only do Warrior so I need help with others (Elementalist and Ranger done so far).
This should be 15-30 mins work per profession. Please let me know if you are willing to help. Moderate dungeon experience with the profession needed.
For example you can check this. Then click Fighting (Warrior) and it opens up. There is also similar for skipping.
For source file you can check this. As you can see it’s not very complicated. So what you should is to edit that for other professions.
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Nice. Tried it long time ago but couldn’t make it!
It is just a discussion. But good job, that is already much better.
Yes, %- gets higher when your Power decreases. However, it doesn’t necessarily mean higher damage.
For example player A with 1k Power gets 15% more damage while player B with 3k Power gets only 5% more damage. With 3k power player B already deals 3x damage as player A. Let’s say player A has 1000 dps. 15% increase would make it 1150 dps (150 more). Player B has then 3000 dps. 5% increase results in 3150 dps (150 more). Both gained same boost!
Then if you add some Precision / Ferocity / multipliers to player B his dps increases and he actually gets bigger effect from EA than player A.
Now lot of players seem to only look at the %-boost (not meaning you) and concluding that EA buffs weak players most.
I don’t really care about the result. But I care about people spreading misinformation (basing their results on nothing).
What does your 4% tell if you can’t get any reliable results out of it?
I want people to understand that both damage boost and base damage are needed to make informed decision. Now most people throw %-numbers around without actually saying anything.
Warrior has to make a sacrifice so it’s not entirely trivial whether it’s really worth of it. I have yet to see any solid numbers based on pug builds.
So let’s say using EA I lose 5% of my damage. Everyone else gains 4% damage.
Worth of it or not?
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So in your opinion 520 is same as 160?
If I lose 2000 for using EA, it’s a huge difference whether everyone gets 160 or 520.
It would be really broken if they didn’t go cooldown. You could just constantly cycle block, evade and invulnerability.
Changing the heal / virtue recharge happen instantly would be an option but would remove option for a counter play.
I think making the effect gradual would be a better alternative. So Shelter would heal you like every 0.5 second for smaller amount and Renewed Focus would remove 25% of Virtue max cooldown every 0.5 second.
Do you guys realize that 4% boost, 6% boost or whatever doesn’t actually mean anything?
10% boost to build A is different than 10% boost to build B. It’s like comparing apples and oranges.
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I think Defiance works pretty well in instanced content. When fighting bosses it’s pretty much always 5v1 so it makes sense that you need more interrupts for the same effect (just like boss has 5x health). It’s also pretty flexible as people can take down stacks anytime. Only change I think they should do is reducing stacks from 5 to 4 so that 5 interrupts would be enough.
But I don’t think Defiance has to be an interesting or fun mechanic. I wouldn’t even call it a mechanic. It’s just there to keep control balanced. If control feels too weak they can lower stacks to 3 or even 2.
Also I don’t think using it really needs much coordination. Only real issue I see is 2 or more players trying to burn the last stack causing it to go over. However this can be mostly avoided by leaving him at one stack. Then just use 1-2 interrupts when you want to interrupt something. If you used 1 and no one helped then boss has 0 stacks and you can interrupt it easily next time.
Of course it’s very easy to mess up if people have no idea what they are doing. But are your ideas any better? If people randomly spam interrupts they would just give boss Stability / enrage / immunity / etc.
In my opinion the bigger issue is that interrupts have barely any effect (because of 4 s cooldown) and that there is barely anything worth of interrupting. Tweaking with Defiance won’t help with that.
However, open world is a different case because there are always free riders. Can’t really expect everyone to do their share of interrupting even when requested. That’s why I would cap max stacks at 20% of the amount of players. So with 20 players you would need 5 interrupts.
That is pretty small amount (susceptible to stunlock) so I would make stacks refresh at start (or end) of an each attack. This would basically make control only effective against big attacks with long cast times. But at least it would be effective against something.
I would like them to expand the UI and give us an enviromental weapon swap.
Could you give me an example time of when it’s happening?
I only saw invulnerability, projectile absorbing and reflecting.
I’m sure they are aware of this issue.
Honestly some of you should take a step back and look what you are actually suggesting.
With your system, would players even understand what’s happening? Average player is, well, really an average. If people can’t figure out how current very simple system works how do you expect them to understand something more complicated?
Also you shouldn’t expect miracles. Look at what kind of encounters developers have done and look what your idea is assuming. There suddenly won’t be encounters which are deeply intriguing, challenging, fun, dynamic and fluffy. And even if there was, that would be too hard for most of the playerbase.
I think it would make the most sense if cooldowns started when skill was used so a skill with 12 s CD and 12 s Swiftness would result in 100% uptime. This would also make CD reductions and Chill have a full effect.
Combat Healer.
But for 5 man content I think defiance works well.
I completely disagree with that. Just because in theory it “rewards organization”, it does not means that in practice it leads to good gameplay. Because it does not. Defiance is boring and mostly an uninteractive mechanic most of the time, even in the very few exceptions that you make use of it.
I think that any system that would replace defiance should give freedom of playing and tactical choice to the players, but with consequences and with defiance itself triggering at times as a means of keeping the challenge there. For this reason, I (partially) disagree with anthony’s idea of a cc window: although it’s interesting by itself, and should certainly exist in some fights (like the moa’s fight in Dry Top), it’s also a very restricting mechanic to be applied to the game as a whole.
Here’s how I would rework the defiant system:
PART 1
(Assuming that higher stacks = more danger)
Each time you CC a boss, it gains 3 stacks of X. If you successfully interrupt a boss with your CC, it only gains 2 stacks of X instead.
- This is meant to reward well-timed CCs;
- This allows players to choice if they wish to use a CC or not, and when they want to use it or not;
PART 2
The higher the stacks of X, the stronger the boss becomes (probably statistically) and the harder they become to interrupt (faster animations).
- This gives consequences to cc spamming and serves to make the battle more climatic and dangerous as they go on.
PART 3 – THE CLIMAX
When the boss has Y stacks of X, he gains Defiance for Z seconds, and then their stacks of X are reset to 0.
- If players spam CC too much, the boss will get an absurd amount of stats and become uninterruptible early OR more often in a fight. At this point, bosses become highly dangerous. This is the climax, the last trial that puts to test the player’s skill to survive a fight.
- At this point of battle, control builds become useless until the stacks are resetted, and emphasis is given at the existence of support builds! Blocks, evades, aegis, healing and the like will become of extreme importance here, because CC is temporarely locked.
CONCLUSION
A system that allows players to play how they want, by incentivating player’s skill (successful interrupts are less severe than mindless CC) and tactical decisions (weaker skills should not be interrupted so that the stacks don’t grow as fast), and incentivates both control and support builds instead of the current DPS-only meta: control builds to keep the bosses’ skills in check; support builds to sustain the party when the boss becomes a stacked nightmare.
So people would just avoid CC and keep boss at normal level?
—
P.S. once again you can avoid the pistol.
But as Always anet made the tell almost invisible (mai lift the pistol and shoots an invisible projectile) and the attack effect (the teleport with lights etc) seems the attack itself.Dodge few seconds after mai lift pistol and the second part won t even happen.
—
If only repeating this would somehow make it true.
I’m sorry but I can’t change how the game works. Also I don’t know what developers have intended.
All I can say is that the game is animation based and cooldowns don’t start until the animation is fully finished.
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Personally I wouldn’t mind getting an event participation for resurrecting dead people. Or healing. Or controlling. Obviously if you only sit back and heal you should get bronze.
Rainbow human warrior LFG.
PS. We aim for makeover kit.
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Assuming you didn’t have warrior runes, one possible explanation is the global sigil stacking bug. But it’s very unlikely unless playing with 2 main hands and 2 off hands.
If at any point you have two same Sigils equipped on a one weaponset, a stacking rule is applied. While rule is on, you need two same Sigils to get the effect. If you have only one Sigil then it has no effect. Rule is cleared when you have zero of that Sigil equipped.
This means that while equipping and unequipping, it is possible to mess up for example Sigil of Force and lose 5% damage.
You might have evaded Horrik’s AoE and her teleporting shot got blocked by Aegis.
But if you can get a video of you evading it I would really appreciate that
Heyh, you are probably missing after cast (time between when boon is applied and when recharge actually starts). Not documented in tooltips.
Greatsword hits? should be an instsakill.
Rifle shots? Instakill.snip…
Just going to go ahead and leave this image here, rifle can already instakill.
575 damage is hardly an instakill.
It comes from the game. You can easily see even without recording that there is a noticeable difference between getting the boon and cooldown starting.
Never rely on tool tips
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