Combat Healer or Master Carver.
Thanks son.
OOM! and Battle Standard. I’m satisfied.
Big mystery for me. Impossible to tell unless tested.
In dungeons: banners > signets
Hopefully you guys are talking about something else or I seriously want that stuff you are smoking.
OMM! > Frenzy, unless Lupicus has unusual resist for Vulnerability.
10% more damage for ~6 s every 30 s. That’s 2% more damage (group-wide). With just 3 Warriors that already beats Frenzy.
Frenzy 3 extra seconds every 60 seconds -> 5% more damage (single-target).
(edited by Wethospu.6437)
I think Precision one is worth of it if you get an additional CritChance (worth of 21 stat-points then).
Crazy low DPS thief’s
Took me 28 on my guard for the solo and I was almost falling asleep, can’t imagine how it must of been doing it for 48 minutes, your going to need glasses due to eye straining if you keep that up.
Sometimes I think Wethospu has the right idea going 100% zerker all the time.
Probably why it took only ~11 mins for me. :P
Added Ravenous Lupicus Warrior Solo
Obviously they knew heavy classes would be OP in PvE. Only two classes to balance.
Enemies do have cooldowns but no idea whether Chill affects them.
Enemies also crit (damage value looks graphically bit different).
On my signature there’s my dungeon guide and I have listed “cooldowns” (how often ability is used) for some few cases (still working on this). Someone with access to good amount of Chill could test and see if he gets same result (for example on enemies on Swamp-fractal).
(edited by Wethospu.6437)
Oh btw we figured out how to melee him. I’ll probably have an updated P4 guide up this weekend. Shaved off like 4-5 min from the dungeon run.
There’s a safe spot that is clear of pretty much every green ball in melee range, he only has one attack in melee range (doesn’t spawn trees), you can either dodge it or interrupt it. In an organized group you have enough interrupts to almost never have to dodge since for some reason Defiance doesn’t apply to interrupting it.
If your going to change anything about Path 4 it needs to be grenth, killing like 20 wraiths is boring, long, and unchallenging.
For full dungeons, I vote HotW, I hate that dungeon and the boring bosses with too much health. I feel bad for groups who don’t have alot of dps, must take forever.
More safe-spots? And I thought that boss couldn’t get more stupid.
So which boss (or encounter) needs serious fix/rework in your opinion?
My vote goes for Priest of Melandru.
* No threat against ranged (everyone just afk-ranges this)
* Melee is just so awful with dozens of green balls
– Balls have so random hitboxes that you have no idea when you will get hit
– Not sure if because of above, but dodging over them randomly fails (like 50%)
– And when you get hit, you just get constantly ping-ponged and die instantly
I understand that with so many encounters some of them don’t work out well. However, I really don’t understand how it can be still like this after many many months.
(edited by Wethospu.6437)
Tip for first-timers: Prepare to get killed and don’t give up.
Was just yesterday doing Arah p2 with group of first-timers. Since the resources are there, I don’t feel like giving guidance unless needed (if some want to figure it out by themselves or just don’t want help).
However, after third wipe everyone left (one in ~2nd Silver-group, one in spider tunnel, one after that when everyone was running to random direction). Point is, we were progressing and we weren’t stuck. I was just about to give some tips and then they all go “we can’t do this we are all doomed bla bla bla”. I even messaged them and asked to come back, but no, they all just gave up.
CoF path 3 boss solo (no torches or greathall): http://youtu.be/04R7y76lPUE
Personal meter would be great when soloing.
Even if they nerfed Warrior damage, then what? Another king of DPS arrives.
Perhaps they should improve importance of other mechanics, like conditions, combo-fields, control-skills….
I think we all did very good on the run. Some communication issues at Lupicus but we managed.
Shame I had to leave right before end.
Best weapon for exploiting.
Swampland Tier 2 Bosses: http://youtu.be/IYcPa_SfDGU
- Mossman no longer uses Gouge from Stealth.
– Mossman summons only one Wolf when Stealthing.
What about when you jump/dodge over it and don’t get hit?
You can jump over it, bit harder though.
But what about this? http://youtu.be/fOUEP7Xo0gg
(edited by Wethospu.6437)
Hello, his AoE is causing issues. I made a video. Any ideas?
http://youtu.be/0IRTCHSP2Ow
http://youtu.be/fOUEP7Xo0gg
Is this boss bit OP or something???
(edited by Wethospu.6437)
I am powerful.
Decent software I guess (AVS Video Editor, costs a bit though). First time I used 144x forward.
(edited by Wethospu.6437)
It’s uploaded, music still editing so unless you want it muted better wait few hours (http://youtu.be/FNibG6i0S_8)
+ npcs have actually useful abilities
- npc ai is so horribly kitten (stuff they do is just…)
- whole dungeon relies too much on npc
+ interesting enemies
- every group is pretty much same (why there was no groups with like 3 Gunners or 3 Brawlers?)
+ trap stuff
- didn’t even have to care about traps (weapon testing…)
+ very story-driven
- unnecessary waiting
- weird aggro
- so few waypoints
- weird bugs (constantly getting teleported to end-fight, etc.)
- also pugs seem so terrible….
(edited by Wethospu.6437)
20 25 0 10 15 (if you plan to have lots of boons, like play with Guardians)
30 25 0 0 15 (traits for both GS and Axe)
20 30 0 0 20 (traits for both GS and Rifle)
Pick damage traits.
As lame as it sounds I really suggest getting to level 80 first, especially if you plan to play with random people.
First time is usually very harsh so you want to prepare as well as possible.
After doing it solo:
- lots of thrash
- not enough waypoints (yea, enemies are a threat when solo)
- npc’s tanking inside Molten Protectors shield (try launch/knock and they just run back in).
- npc’s needing to be with you when rescuing prisoners (or dungeon gets stuck).
- lots of control, sometimes I felt like a pingpong (ok I’m fine with this but it’s often complained about).
– weird aggro (sometimes you can split groups, sometimes all come in).
Doesn’t seem that much different than original dungeons, only a lot easier.
End boss was bit tough but got easy when I figured it out. Didn’t record though so you can still beat me.
If you try to dodge side-ways your dodge gets interrupted while draining ALL endurance.
But hey, at least it still does good damage.
(edited by Wethospu.6437)
- Underground Facility: Rabsovich can no longer be pulled from his dredge friends.
Should have been more clear, the dredges reset as soon as they move beyond the door which you use to enter the room. Rabsovich can still be separated from his minions.
Oh yeah you meant that one.
Diffculty was very good for a story-dungeon.
The door gimmick at dredge clown car no longer works.
At cliffside’s final boss, players’ skills get locked during stun phase after hitting seal (stability didnt work).
Old Tom’s poison bolts cannot be absorbed.
Safe spot at svanir’s boss no longer works.
Hope I understood them correctly (bit tired).
- Cliffside: At final seal players get unavoidable stun which locks all skills when seal is hit.
- Underground Facility: Rabsovich can no longer be pulled from his dredge friends.
- Uncategorized: Old Toms Disrupting Blasts can no longer be absorbed.
- Snowblind: Safe-spot removed at Shaman Lornarr Dragonseeker.
I can give you one good suggestion, don’t try to skip. Dungeon gets stuck if you kill some enemies without help of NPC’s (rescuing prisoners).
At least it is very easy until you have rescued all prisoners, can’t say about rest.
Wiped at testing room. Couldn’t get back. Dungeon stuck.
Nvm, found a way, Moving on.
(edited by Wethospu.6437)
Apparently “ship” was fixed on Arah P2. Keep the info coming so we get real patch notes!
You forgot one:
“Search and Rescue” skill:
- Increased cooldown from 85 seconds to 180 seconds in PvP.
- No longer revives defeated allies.
Pet res no longer works in L48 FotM. You now have to 99% it or have 45 AR.
Thanks, added.
Honestly one thing would make me super happy, more waypoints.
Patch info here (official info underscored):
Dungeons
* Ascalonian Catacombs:
– Players can no longer fall through the map when standing above graveling burrows when they appear in the Ascalon Catacombs dungeon.
- The Lovers can now be knocked back consistently.
– Ghosteater does more damage (?)
* Honor of the Waves:
– Andal the Thug’s skill that buffs Oolon and Poroo now matches the visual effects.
* The Ruined City of Arah:
– Warden Illyra now looks correct when she carries a Risen chicken.
– “Ship” is no longer available at end of path 2.
– Lantern and ledge fixed on Crusher & Hunter on path 3 (or I just don’t know how to use them).
– Abominations got a new attack (same charge as in CoE).
– Lupicus is now completely immune to Crippled.
* Citadel of Flame
– One of the safe areas blocked in Acolyte-part (path 1).
* Crucible of Eternity
– Can no longer use shortcut in path 1 (golems won’t activate).
– Bjarl works better (path 1).
Fractals
* Swampland:
- Mossman no longer becomes unresponsive in combat.
– Mossman no longer uses Gouge from Stealth.
– Mossman summons only one Wolf when Stealthing.
* Cliffside:
- Players can no longer exploit the final boss by keeping him stunned in an emote loop. (still possible)
– At final seal players get unavoidable stun which locks all skills when seal is hit.
* Underground Facility:
– Normal dredge at Rabsovich (Champion) now reset if you try to pull them out of room.
– Planting a bomb now breaks Stealth.
– Different dredge spawn/leash behavior (?)
* Snowblind:
– Safe-spot removed at Shaman Lornarr Dragonseeker.
– Safe-spot removed at ice-wall.
– Ice Elementals aggro more easily (?).
– Elemental Source attacks more frequently (?).
* Solid Ocean:
– Harder to jump up on ledge behind second Tentacle.
“Search and Rescue” skill:
- No longer revives defeated allies.
Discuss!
- The Ruined City of Arah:
– Can still skip straight to Lupicus on every path (not sure about details).
– Can still afk-range Belka.
– Melee still interrupts Alphard.
– Can still get through first locked door in path 3.
– Can still afk-range Priest of Melandru (other exploits?). - Underground Facility:
– Can still jump straight to room with 2 buttons and controller.
– Can still use revive-trick at controller. - Crucible of Eternity
– Can still use shortcuts on path 2 and 3.
(edited by Wethospu.6437)
Weird, I just did Fractals 32 with 2 Warriors, Guardian, Elementalist and Necromancer (omg!).
That run was much smoother and faster than the one yesterday, with Guardian and 4 Warriors.
And do you seriously do 300-500 damage per hit?
Also we will probably see decimals in stats by then.
Maybe Warrior should have access to Protection, perma-Vigor, summons, AoE-anti-projectile and invulnerability (on short CD).
Does Elementalist even have any melee-skills? All seem to be at least 300 range.
Out of the 110 listings on the front page of gw2lfg.com there are only 16 asking for warrior.
You are making a problem where one does not exist.
is there any experienced players that can clearly says DPS warriors don t make a HUGE impact on a dungeon Group?
No?
Try one of the smart DPS barrier they put in fotm (lets say 40) with and without a war….
Its way more than ridiculous.
I honestly don’t notice any difference. I don’t really care about what classes people use.
But well, I don’t use timer when playing.
I am really only familiar with 3 classes for PvE: ele, guard and war. Eles are so kitten in PvE…
Warrior – good survivability, good dps, average support(banners)
Guardian – good survivability, average dps, good support
Ele – low survivability, average dps(being generous here), average supportClearly warrior is in the god-tier of pve yet Anet still decides to buff them. While ele’s are kitten tier and gets nerfed. I understand the balancing are largely for pvp but they should also take PvE in to consideration.
With current state of PvP, I honestly don’t know how you can call Warrior “good survivability” and Elementalist “low survivability”.
—
Want to run SE Path 1…warriors need not apply!
I think it’s a good move.
I can solo SEP1, so actually, I don’t need you.
Yep, after patch, everyone will just roll the new Warrior meta, 30-30-30-30-30.
