I’ve slunk away defeatedly from Cliffside to the forums to complain about another bug: When attempting to break the arm seals, instead of there being three to four chanters at each seal, there were seven to eight. We had a decent party build: two warriors, an elementalist, a mesmer, and a hunter; still, we could not deal with this.
We first tried staying together as a group, but the chanters at the previous seal were repairing it too quickly due to their numbers. Wiped. Tried again. Wiped.
We then tried, perhaps foolishly, to have two stay at each seal with a couple of hammer carriers in rotation. This of course also did not work, and we wiped.
To be frank, I’m all for having this Fractal removed from rotation simply because ArenaNet can’t seem to get it right and keep it that way.
I was able to hold one side on my Warrior quite well on F30 (one guy jumped down and rest of team baby-sitted hammer-guy). Pull them back to corridor and AoE down.
Best tactic involves leaving one enemy alive on one seal to prevent more from spawning and then just charging hammer on other side.
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Portal guns for your latter problem.
And yes your friends have to use it to help you out.
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For Great Justice – 8 seconds of fury then 25 second cooldown.
Signet of Rage – 30 seconds of fury then 60 second cooldownNot sure what you meant by 82%…fury is always 20% to crit. But even alternating the two fury granting abilities carefully, you’ll have holes in your crit chance whereas the 5 signet build never does.
82%-Fury meant 82% uptime on Fury which equals constant 344 Precision (0.82*20*21).
What you should understand that 344 Precision is more than 290 Precision (max bonus from Deep Strike + SoF). And 5,5 Might is more than bonus from SoM.
Holes don’t really matter because they are at end of cycle. Which means you will always enjoy better CritChance until you suffer lower CritChance. And on average you have had way better CritChance.
And if you really want you can still use Deep Strikes with 3 Signets (+ FGJ! + Signet of Rage) and get 554 Precision (12.6 CritChance more than in your original build).
Now you could go 6 Superior Runes of Rage to fix the holes as well as get slightly more crit chance while under the effects of fury, but doing that gives up whatever else you could have slotted instead (like ruby orbs…). Always give and take.
Irrelevant to my point.
Also, Healing Signet is an excellent heal for someone who doesn’t just try to go toe to toe with everything he or she fights. It works out to about the same healing as Mending if you were to spread Mendings heal out over its cooldown. It’s lower than Healing Surge, but since it’s pretty easy to sneak adrealine regen into a warrior build, that gets you right up there with that level of healing.
Adrenaline Regen also works if you use Mending/Healing Surge.
The way I play it is to melee as much as possible (cuz moar damage) while circling and dodging to protect myself. If I do end up hurt, I back out and pull out the rifle (or against certain bosses I just start with rifle) which I have slotted with Sigil of Earth for bleeds (cuz precision warriors might as well since its easy to buff bleeds) and stay back until I’m healed again. This works out to exactly the way I play toons that have non-regen style heals except those toons don’t get +40 precision all the time with their healing.
Anyway, the whole point is that 5 signet is just fine. When you factor in what the signets do on top of the 40 precision each, it makes for a pretty well rounded warrior. It’s not the highest possible burst DPS. It’s not the most survivable build. It’s just a good solid build that lets you focus on your enemy and not on your cooldowns.
I agree on the last part. If you happen to have issues with using your healing, utility or elite skills and don’t want to get better or just want to be lazy then it’s better run Signet-build.
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290 precision? Get FGJ! and spam that and Signet of Rage on recharge for 82%-Fury (~344 precision) and on average 5.5 Might stacks. On top of that you also buff allies, free 2 utility slots and can get a better healing skill.
However, if your party brings you ~50%-Fury then it has some point (still use SoR on recharge).
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True, that Soldiers backpack and Karka Shell gives like 60 Vitality and Toughness. And 100 more Vitality from traits and 100 more Toughness from Cavalier Ring. So yes you are right, not a true glass-cannon.
And by the way, Signet-build just sucks and has nothing to do with being a cannon.
WvW actually gives that high stats.
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Fine, if you are very very bad each path takes 12 hours or even failure.
So anything between 20 mins – 12 hours/failure.
That should cover up all potential and not so potential cases.
Anyways point was that if paths seem to take too long maybe it’s time to step-up your game and that a personal skill can make a huge difference.
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I don’t think even my solo run on p2 took 3 hours, even with all the wipes (not sure about exact time as I afked a lot). Last p3 duo took 39 minutes (don’t have the video on this computer so not 100% sure).
If you know what you are doing it won’t take long.
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Sure, spamming siege around was so hard that you need special reward for it. I also took a shower during one wave.
Well until I see someone with glass cannon who makes my jaw drop from being amazing at it, I still stand by my opinion.
Is this good enough?
If you aren’t taking any damage there is good chance that you are playing too passively/defensively.
Please make Legendaries require a little bit of skill.
Because 8,5 min solo Lupicus?
Simply dividing level numbers by 5 would have helped a lot.
If you are worried about getting kicked then it’s better read some guides or watch videos. Them simply claim that you know that path.
Pre-nerf I actually tested how long it takes to kill golem with steady weapon. Canceling won every time (like 10% faster or something).
Joined 5 games, all had 1-2 Dolyaks alive.
Not worthy enough for a topic so CM2 end-boss solo (soloed whole path too but not shown on video, soloing thrash, who really wants to watch that?): http://www.youtube.com/watch?v=hHWx5_5lElQ
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Exactly. You get protection and toughness if you eat stuff like that. Ascalon Warriors use Rush so all you have to do is dodge/avoid initial attack.
—
I mean they are trash mobs, i just WAIT someone other to get aggro i go in the middle with my 75 sec CD combo, pop up armor of earth (knight set also) and BAMMM 12.000 damage… O___oA toughness set + armor of earth => 12.000 dmg? really?
And my glass-warrior would have taken like 20k damage in that situation. With no way to heal back.
Or when I get hit by agony, bye bye whole health bar.
Video of Lupicus resetting for no reason: http://www.youtube.com/watch?v=tLt48TTtT1c
So pushing it to wall is bit risky.
Must say last run was extremely funny. I think I had to use like 10 portal guns to get people out.
Couldn’t duo it. Please nerf!
One fact: Reckless Dodge allows me also dodge petrify on Simin.
Get Warrior who rushes through solo.
If you want to use that suit perma-swiftness helps a lot.
Yeah, when they actually fix it.
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I meant whoever dies stays dead while alive people finish it up. At least on level 25 it’s not awfully hard with defensive utilities.
On bomb-run all just grab one bomb, plant and run back. Wait a bit. Repeat.
That usually doesn’t work, meaning at least someone dies, usually more than one. And then they’re surrounded by adds. At least from my experience
Then they die and we finish it up.
On bomb-run all just grab one bomb, plant and run back. Wait a bit. Repeat.
On ice-elemental it is much better kill adds than die (if you can manage without killing then don’t).
When run can take anything between 0.5-3 hours (ok bit extreme but possible) I can perfectly understand why this can be issue for some people.
If you are in bad team you can’t CC properly.
If you are in good team then why even bother? Highly unnecessary for the amount of coordination needed.
What about if boss had Anger-stacks instead? Every CC would add Anger based on what was interrupted (0-1 for nothing, 2-5 for minor, 5-10 for major) and some extra for long CCs (like 3 secs CC would give 5 stacks extra). One stack would expire every ~3 seconds and after reaching ~10 stacks it would change to equivalent amount of Defiant-stacks. Defiant-stacks would grant CC-immunity, one stack expire every ~3 seconds and CC skills would remove Defiant similarly as they generated Anger.
This would still prevent CC-lock while being more lenient to random CC and making small amount of CC useful if used smartly. Also it would balance short CC vs long CC and allow heavy CC through burning stacks. However it’s more complex that current system.
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Ye so lower health pool and defence ,lets take its only atribute left away , the damage.Good we don’t have you for balancing classes.
Yes, remove stealth too.
So Warrior damage is low and Thief damage is op. Buff Warrior, nerf Thief. Sounds good to me.
Yes, give my Warrior Protection and stealth, also area projectile reflection would be good.
Legendaries are already mostly about gold so I don’t see much difference here.
H&H reminds me of C+SPACE + ALT + TAB. So no thanks.
And it would be quite hilarious if dungeons scaled, I can already solo Arah p2.
I know my situation is bit different when I have friendlist full of people to play with and can go afk during runs if necessary (depends bit of course). Turning this to GW1 PvE would just kill it for me.
Agony is only neutral if it one-hits you. Otherwise it punishes high health classes/builds and favors classes who have more tools to avoid it, less health and better healing.
1,2,3 should be fine. 4 if you can kill Simin.
Key-word: “Necromancer”.
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So necros have better dodges than everyone else?
Here are my attempts without Reckless Dodge.
http://www.youtube.com/watch?v=yNaaKD7JT1g
I’m open for suggestions.
Gate before first boss(es) in Arah Path 3. 3-4 Veteran enemies spawn and gate is locked until you kill them.
It was quite painful to solo without necessary traits but I guess I have to run it again to test more.
New enemies at path 3 preventing me to solo it, eww.
That seems to be the issue at hand – is that wreckless dodge is cancelling out the behavior intended for the bubble.
And based on this, dodging out seems like not intended behavior (if not, why Reckless Dodge would be a issue).
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But there is no difference with Reckless Dodge. The bubble does not “pull” you back inside. If the roll is done too far away or too close to the edge of the bubble, your character will hit the wall and gets knocked down on his/her butt (that might be what some people are confusing for a “pull”).
The mechanic works exactly like rolling through every other wall does. Position yourself so the roll will cross the wall during the immunity period, and you’ll get out of the bubble every time.
I roll out of the bubble 100 percent of the time as a Necromancer. I have my full Arah set, so this is as someone who has done Lupicus dozens of time. Honestly, I would be frustrated if I ever actually failed at rolling out of the bubble because it’s so easy now that I know the trick.
By the way, my husband, who plays Guardian, Mesmer, and Elementalist, is the same way. He never fails at rolling out of the bubble on any of his classes.
It’s kind of worrying developers are implying this isn’t intended because the bubble would be ludicrously over-tuned if it was impossible to roll out of it. If the fight was designed around the bubble being unavoidable, its damage is currently way too high.
With Reckless Dodge I have never failed dodging forwards and I always get out even if I fail initial dodge (too early). Without Reckless Dodge all my ~5 attempts failed, no matter how close I was to wall. On my screen my dodge ends up outside bubble then I suddenly get pulled in.
I would like this bubble to have the same mechanics as a guardian’s ring of warding.
I don’t care which way it gets changed, but I dodge to either work or not work on both
I suppose Ring of Warding doesn’t deal huge damage while you are inside.
Em, okay. So how are you supposed to get out of that when he uses it 4 times in a row? Because my skillset won’t allow me to survive that much focus.
How do the other classes that don’t have such “trait” handle that?
OP defensive skills perhaps? I don’t think I can do this reliably anymore if my dodge stops working.
I seriously hope they are not investigating how they intended it to be. Because that’s all I’m asking.
After reviewing this and talking with a couple other designers about it, I am now investigating dodge rolls and lupicus’s bubble.
Investigating to do what?
As a Necromancer, I can roll out of Lupicus’ bubble — with and without my roll trait — 100 percent of the time. The problem for most people is they try to roll out when they’re standing in the middle. Like every single wall ability in the game, they should be standing close to the edge before rolling. That way the roll’s immunity period lasts while their characters are crossing the wall, not bumping into it as the roll begins or ends.
This has worked every single time as a Necromancer for me. Again, that’s with and without my roll trait.
I think Lupicus is the best designed fight in the game because everything about it is difficult but not impossible. It’s brilliant.
There is a huge difference without Reckless Dodge. It literally pulls you back inside.
This video irritates me. Not due to the player’s skill, which is obvious, but to the blatant several times where he’s inside the sphere (phase 3) and can just roll / block out. My engineer can’t do that (even when activating gear shield – it cancels my channel if I try to run out with it active and promptly gets me killed). No other class can do that. He doesn’t have stability (that I’m seeing), so I’m not sure why he’s able to do that but other classes can’t.
Yep, that sucks. I wish dev would comment which one is intended (how can they find it awesome if I rely on bugged trait…).
soling the boss? yep every class can do it… some can do it easier some have to struggle a bit more…
doing it in 8,5 min… about this I have some doubt that every class can do it… but if the dev is so sure about it… than he surely have a vid or data of someone doing it ^^
because dev talk only based on data and not personal (possibly biased) opinion… right?
(the last sentence was obviously ironic… but reading it again it doesn’t sound as clear as when I thought of it… so better clarify it…)
Sure thing. And while we are it I would love to get teleport skill, some combo-fields, protection and maybe feedback too.
3-manning with level 15? Not bad!
So how is it that high? Everything 1 hits?
Hey guys I’m back.
Double speed
http://www.youtube.com/watch?v=W3tmLBu7smA
Normal
http://www.youtube.com/watch?v=uCcaGwD2m1Y
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