As long as they improve villagers I’m all for keeping it.
Actually my point was more about the “swap” part.
What makes it even more funny when you have a weapon set which puts your toughness above everyone else. Now that’s what I call aggro control.
Sure-Shot Seamus: keep circle-strafing and control its direction.
I agree enemy aggro needs to be improved. Make all enemies alert all nearby enemies all the time. Increase aggro range for enemies. Make all enemies follow you forever (may break on special points to allow fall-back). Give all enemies anti-stealth code which makes them attack assumed position for several seconds and make them patrol the area. Most skips aren’t intelligent (wouldn’t work against players, at all). Mostly just running along the road. If enemies can’t find you they should assume you went that way and act accordingly.
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I have never understood why stuff is always so expensive in in-game shops. It would make much more sense to make it cheap enough so that people didn’t feel like getting ripped off (few costumes + stuff, same price as whole game). But I’m not a market-guy so…
@nachtnebel.9168
I don’t really think standing between circles and Lupicus is that good idea because you may get hit (projectiles?).
I have been mainly experimenting two tactics.
1) Stand still as long as possible, dodge back.
Sometimes works like a charm, sometimes circles everywhere.
2) Run away, turn to face Lupicus once far enough
I really don’t know, I might have been too close to the circles but sometimes I just still get hit. Also I fear I resetting it if I run too far.
I just really don’t like how unreliable the attack is, especially when all alone.
Only issue I have is with the big area attack. I just can’t nail it down to effectively counter it. Everything else is just a matter of dodging or zig-zag,
Beat up your friend or something.
Making one side significantly stronger and easier to play doesn’t really work out. People just get converted on purpose because they don’t want to be a villager.
Which actually makes sense if you consider what you can actually do as a villager.
1) Passive Villager:
So you stand still ~15 minutes and hope that no one finds you. There is really no point to change hiding place because you might as well as bump on a Lunatic.
2) Active Villager:
Try to deliver stuff, most likely not getting anything out of it because it requires team-effort. Attempt to fight off Lunatics which doesn’t really serve purpose because they are much stronger and even if you kill one they just respawn in same location.
Active hiding should be more rewarding. This means villagers need to know where Lunatics are so that they can actively avoid them (to balance this out villagers would be periodically revealed to Lunatics?).
Delivering should be more rewarding. This means villagers should get a buff for delivering one item.
Killing Lunatics should be more rewarding. At least send them back to middle, even better if they get long debuff (reducing maximum health and damage dealt).
Villagers should have more skills. 1-2 skills just makes it very boring to play. Villagers should get additional defensive skills to counter Lunatics abilities so that Lunatics can’t just roll their face on keyboard and win. Also Villagers should be able to get more offensive abitilies for example from deliveries.
Here is guide with general advice: http://guildwars.incgamers.com/forums/showthread.php?507180
I use Rifle and Axe/Warhorn on phase 1 and 2. Utilities are Endure Pain (to survive mistakes and revive people under fire), Signet of Stamina (Endurance), anything (something to boost dmg) and Battle Standard (revive).
On phase 3 I swap Rifle for Greatsword.
Equipment mainly Berserkers.
On phase 1 I just shoot with rifle and Eviscerate Grubs.
On phase 2 I just shoot, zig zag bolts and try survive.
On phase 3 I just melee and dodge stuff.
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Quite good silver reward for that effort.
Soloed it with glass-cannon Warrior (FRENZYYY!!!!), zero deaths.
While Banner is on cooldown give a skill to overcharge and destroy it (heal, knockback, buffs, whatever).
That would just make dungeon skins yet another skin to get with gold.
You can already “trade” tokens. For example throw dungeon stuff to Mystic Forge.
Login on different character, kills it immediatelly.
My scanner always shows Strong readings, everywhere!
The hit-box seems already quite big. Are you sure you wait before it gets shot?
Anyways my point was that if you are level 80, does that 40 precision get scaled down on lower level areas? (I guess yes).
Anyways, most dungeon paths are quite easily doable with 3-4 guys. So what works fine is quite subjective.
Well, after 50 tries I guess it just gave up.
What you need is a solic tactic and party members capable of executing it.
Everyone clears 2 enemies and leaves 1 alive (prevents respawning). Once done they signal it with “ready”, “r”, etc.
- If you fear your dps is lacking you may weaken the last enemy and tank it (zig-zag to avoid shots).
Leader says “go” when everyone has signaled their readiness.
Everyone clears the last enemy, goes to the torch and signals “clear”, “c”, etc.
Leadery says “light” when everyone has signaled their cleariness.
Everyone lights their torch.
Usually takes me 2-4 tries on PUG depending how well I’m able to solo p2.
But yeah, good job. :P
How does scaling work with signet build? Do you get 40 precision per signet or does it get scaled back?
I actually even tried to ask this from one guy in AC run but for some reason he refused to speak with me. I was going to suggest him to actually activate Signet of Rage and use FGJ! but I figured out it would be just waste of time.
I only wish costumes would be bit more balanced (witch, mad king), less griefing options (longer knock-out time, timer to prevent switching in/out combat) and something done about the utility skills (while quite cool to tweak your build I expect it to be quite unfair).
I wish the good stuff was more about the skill. Dedication is fine too but luck is just unfair.
@OP: It won’t make the game any better.
Only thing which bothers me is the rare occassion where you TP a few times in a row (helping people on small things/change of plans/miscommunication). Simple timer would fix that while still retaining the gold sink.
Lore-wise it doesn’t matter what happens. Player wants to be the hero. Not watch some dang Asura to do most of the work.
I think the whole dungeon should have been more about Zhaitan. Epic boss fight!
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I don’t really mind skipping, however what bothers me is the solo-play attitude. Lots of enemies have snares and what happens when someone gets snared?
“Good all enemies are focusing him, I can get easily away and be pro”
But yes, improve rewards and people get incentive to kill them.
Retaliation top priority, huh? Always ignored that.
Maybe it is time for some people to actually improve on the game.
As usually with random groups, just facerolled few minutes against him and he died. We didn’t even have poison.
Am I the only one who actually got interested about this dungeon because of this topic?
In uncoordinated situations direct damage > condition damage (stacking issues). I would just go power.
Team-content. If people are not pulling their weight you will have a hard time.
Easy way to test HB damage is just going to Heart of the Mists. Test how long it takes to kill target with just auto-attack. Test how long it takes to kill target with auto-attack + HB.
Latter should win every time.
@Boz: According to wiki the damage formula is:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Based on that there is no double power. And doubling the power and armor should keep damage same. However the thing is that starting power is much lower than starting armor. You need more toughness to double your armor than power to double your power.
Yeah, those horrible people who try to make the team work better so that the group actually can beat the dungeon.
What people need to realize that increasing damage of ~three guys is usually better than increasing damage of just one guy.
Only problem is that usually skipping is much easier, faster and you don’t really lose any loot than when fighting.
I’m all for stealthy approach but I think if enemy aggroes then it aggroes. They are there to kill you, not just “oh he run to mountain 5 meters away, can’t be bothered”. If you wanted to lose aggro you needed to really outrun them (cripple, immobilize, swiftness) or disappear.
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Ran this yesterday. We ended up mainly bruteforcing. At some point it always started healing after being 1-2 seconds out, I think then someone ran sparks or something.
We tried to run sparks properly but sometimes there wasn’t any spots left. Or sometimes Simin appeared but kept still healing. Or sometimes sparks just exploded mid-way.
Melee pet is usually difference between falling asleep and actually having to do something (like try following the pet so that your circles match or just dodge all the time).
Good dungeon run is a fast dungeon run. What ultimately matters is how much damage you do (except few cases where you don’t have to kill anything). Everything else is just there to help doing damage.
Do you honestly think underleveled people can bring something which level 80 exotic people couldn’t?
Alpha also targets banners
But yeah, in my opinion pets are generally getting short-end of the stick in dungeons so I wouldn’t making it bit better for them.
I think you just lost all your credibility right there. Really, you could have admitted that maybe undergeared people aren’t that effective (and that you can easily carry people in easier dungeons). But no, they are “EXTREMELY useful”.
Hint: bigger stats and not getting glancing hits all the time makes you more effective.
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Dodge out of prison attack.
Glass-cannon heavy takes 14% less damage than glass-cannon light.
Give both +500 toughness: 11% less damage.
Give both +1000 toughness: 9% less damage.
95% of content melee works good.
4% of content melee works “ok” (cm 2: last group or guardian boss, Lupicus, some golems in se story, etc.)
1% of content melee doesn’t work (Lupicus phase2).
99% of content it will be harder to pull off.
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[Warrior]18k HB on Chief. Possibly the highest raw HB that can be achieved. Can anyone go higher?
in PvP
Posted by: Wethospu.6437
I don’t think anyone can match your ability to push one button. No matter how hard we unskilled Warriors try we just can’t get it high enough.