Showing Posts For Wethospu.6437:

GW2 Dungeons 101

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

No. You jsut need more traits and gear to make up for you lack of ability. No offence intended but it is quite clear.

Ive ran cm story with 35-40’s and completed it. Easily. It helped that I knew what the mobs did when they did it and how to manage their movements my groups movements and abilities.

I find that players who can complete the dungeons at the lvl appropriate ranges are much better players overall and have a greater understanding of the game mechanics that those that wait to use gear and traits to their advantage.

They also teach lower levels to not think silliness like what you wrote and to adapt and i thoroughly hope that spreads.

That being said being level 80 does nothing but show glaring gameplay problems. such as inability to dodge, adapt, lead, or have any experience that one would expect of an lvl 80.

Those level 35 must have been very useful in level 40 content.

CoE Alpha

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

Frenzy is quite good to get out of them fast on Warrior. Though relogging might be even more faster.

[Warrior]18k HB on Chief. Possibly the highest raw HB that can be achieved. Can anyone go higher?

in PvP

Posted by: Wethospu.6437

Wethospu.6437

Is there something I’m missing?
You get max power, max critical damage, max might, max vulnerability, some utilities and get lucky.
If HB gets nerfed, why would anyone root themselves to deal auto-attack damage?

AC: Thwapped with nerf bat, or bugs?

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

They have tweaked it. Now the boss where you pick up your first boulder actually does something. What else, I don’t know.

Dungeons are for lvl 80 Parties only ^^

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

Everything non-Warrior is just a waste of a slot. Dragging WHOLE team down.

Any good short dungeon guides?

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Wethospu.6437

I kind of lost motivation to finish up the guide family as I had no idea whether someone needed them or not.
If I had updated my notes about Arah I mght have been able to make something similar.
HotW is quite simple, so not sure what I could write about it (for some reason I don’t like it so haven’t done it that many times).
CoF is just a matter of doing paths 2 and 3 once so I can verify my notes.

Custom jumping puzzle, try it out!

in Guild Wars 2 Discussion

Posted by: Wethospu.6437

Wethospu.6437

Walkthrough

General map of the walkthrough images (don’t get fooled by direction of pointers, they exactly represent position of later images): http://i.imgur.com/G4bmF.jpg
The beginning: http://i.imgur.com/A1Hby.jpg
1Use poles to get higher: http://i.imgur.com/U5XvH.jpg
2Jump on cliff: http://i.imgur.com/WtHnI.jpg
3Head west: http://i.imgur.com/pQeyl.jpg
4Jump over the gab: http://i.imgur.com/0QVq6.jpg
5Get to the cliffs: http://i.imgur.com/IIBZD.jpg
6Keep going back to east: http://i.imgur.com/34C7p.jpg
7Head to infinite coil: http://i.imgur.com/j0nmT.jpg
8At the entrance: http://i.imgur.com/hMWMD.jpg
9Jump over the cap: http://i.imgur.com/gj3tU.jpg
10Checkpoint! (shortcut): http://i.imgur.com/wFU5p.jpg
11Get higher: http://i.imgur.com/SDN0E.jpg
12You need right angle to pass that rock-bridge: http://i.imgur.com/UgLaW.jpg
13Almost there: http://i.imgur.com/4GqDm.jpg
Victory!: http://i.imgur.com/jwp0y.jpg

Custom jumping puzzle, try it out!

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Posted by: Wethospu.6437

Wethospu.6437

The jumping puzzle is located in Mount Maelstrom. It starts inside the fort on Gauntlet Waypoint (first picture). Your goal is to reach that weird structure (second picture) on west entrance of Infinite Coil.
Note: This puzzle relies on map glitches. Be quick before Anet fixes them!
Note: There are some nice shortcuts.
Note: Swiftness may be required.
Note: No end-chest.
Note: Includes artificial difficulty and flavours.

Attachments:

(edited by Wethospu.6437)

CoE Alpha

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

I can dodge it quite ok if I focus enough. In my opinion what they should do is remove free out-of-jail cards from some classes.

CoE Alpha: Final fight

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

In every path I just go inside Alpha (disable melee-assist).

Warrior 25K+ LFG for Arah

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Wethospu.6437

Full DPS is the right choice. Maybe if they released actually hard content…

Infinite tryagain : good or bad ?

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Wethospu.6437

What some people need to realize it is ok to get downed. That’s how it is designed.
Your party needs to have utility to get downed people back.
I bring Endure Pain against Lupicus for two reasons: saves me if I screw up and most importantly, allows me to revive someone even when being targeted.
I also carry Elite banner all the time.

Of course in some pug teams you can just go make a sandwich whenever you get downed because you know they won’t help you up (like that guild group which prioritized reviving defeated guildies instead of downed people),

(edited by Wethospu.6437)

Hi people, I would like to give away Dawn.

in Players Helping Players

Posted by: Wethospu.6437

Wethospu.6437

123456789023456

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Why the need to make everyone PvP?

in Guild Wars 2 Discussion

Posted by: Wethospu.6437

Wethospu.6437

100% map completion doesn’t mean that you have explored every nook, corner and cranny of the world. It doesn’t include dungeons or SPvP.
Also straight quote of “Been There, Done That” description: “Seeking Zhaitan’s corruption in every corner of Tyria”. WvW is in Mists which isn’t part of Tyria as far as I know.

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

I like that they put map completion to include WvW as well as put blueprints as part of the end Personal Story reward. It encourages people to go out and try it. Even if it’s just to run screaming from PoI to PoI, there’s that always that chance that it will snowball in to something greater and much more fun.

The core issue isn’t really the PoI which you can just grab. The issue is the near impossible situation where you need to capture SM or something deep in enemy lines.


I should point out, before I get infracted, that I am not accusing anyone specific of having that attitude. But the fact remains that this much fuss has been kicked up over 7% of the biggest achievement in the game being PvP based, you think it will stop with this discussion?

I would expect something less than 7% give bigger discussions, not the vice versa. I would also like to remind that it isn’t just about “PvE-vs-PvP”. That’s just one part of it.

Wow, so exploring is what makes the WvW exciting for everyone?

I haven’t a clue where you got the impression i meant that.

Good, because I have no clue what you were trying to tell there. Except random stories about WvW and your personal gaming history.
Now if I really try to get something out of it, it is that World Completion rewards scouting.
If they really want to reward scouting they should create a NPC to give scouting missions (availibility scaling based on players, etc.).


And to those who think the achievement shouldn’t have the WvW part, THIS is the exact feeling a major game achievement should bring. The “I’ve done something incredible” feeling, and the “legendary” reward that follows it.

Exploring WvW is not incredible or legendary. Period.

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

For someone like yourself who does not like WvW, you seem to be awfully concerned with the welfare of your realm. While players who enter in order to explore only do so once, perhaps it would also encourage them to actually play WvW – which would gain your realm permanent, useful, defenders.

I would like a quote where I have said that I don’t like WvW.
My server is already full enough, I didn’t mind if some people stopped playing WvW.
In my opinion far more superior way to lure people would be “Monthly WvW”-quest. Something to actually encourage playing and probably even enjoying the WvW. If you are just there to explore, it can be a very frustrating experience which is not very good way to lure people.

I don’t have a problem with it. Perhaps on our way to the next POI my group and i run into a few enemy scouts, and succesfully take them out?

Sounds like a benefit to our team, hardly useless.

If i wanted to play a sterile, dull, and monotonous “WvW” game, I’d probably still be playing Warhammer.

/shrug

Wow, so exploring is what makes the WvW exciting for everyone?

I’ve got to say, saying that PvPers should be used to it as they already have to do loads of PvE is a bit of a cop out.

This whole situation has come about because certain people insist they must get the world completion. Will that magically change once there are 2 world completion achievements instead of 1? Will these people, who are so focused on this arbitrary achievement that they brave the WvW zones which they hate and ask for the game to be redesigned to suit them, suddenly think “Meh, I don’t want that achievement so that’s fine!”?

If people want 93% pure PvE goal to be a 100% pure PvE goal that doesn’t mean they would suddenly want every pure PvP goal to be pure PvE goals.
I’m sure if you actually tried a bit you could think of ways to benefit everyone.

(edited by Wethospu.6437)

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

It is understandable that there will be less useful people in WvW. However, there is no point encouraging that kind of behavior.

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

PvP (WvW) is competitive. Everything you do either gives your team or your opponent an advantage. If you are just exploring your opponent is getting an advantage (as you aren’t doing anything beneficial).
Is there some specific need to explore in area where you will be a liability?

On solo free-for-all PvP area I would understand exploring.

Melee vs Ranged vs Weapon Sets

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Posted by: Wethospu.6437

Wethospu.6437

I think one reason for this is design of some melee monsters. If you are a melee and try to kill a ranged, what do you do? Use a gap-closer. What monsters do? Walk, usually even quite slowly.
This automatically makes ranged so easy option.

Another thing is you aren’t really required to do high DPS (especially when doing that means you will probably take more damage too).

My exit review of Guild Wars 2

in Guild Wars 2 Discussion

Posted by: Wethospu.6437

Wethospu.6437

Needs more gear treadmill to keep people hooked.

I don’t need.

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

World Completion is mostly a pure PvE goal. PvP players already need to do plenty of PvE for that. If they were already willing to play PvE for it then something additional (if any) shouldn’t be a problem.
I understand people may want that star to their name. I’m all for showing a star in WvW for WvW Completion and showing a star in PvE for PvE Completion.
Legendaries can have increased PvP requirements to compensate.

Why the need to make everyone PvP?

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Wethospu.6437

If you want to discuss about it, then make a topic about it. No need to go off-topic on this one.

Why the need to make everyone PvP?

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Wethospu.6437

And here I thought we could have an actual discussion, oh dear.

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

I would quote but it’s broken now for some reason (limited uses or what…).

You can agree or disagree with me, doesn’t make you a fanboy. However, questioning whether you need to justify your opinions is a good way there.

As people feel, well, it is really based on personal feeling. You can have really really bad design and some people will feel ok with it. What you need to realize while some things won’t affect you, they will affect other people. If it doesn’t affect you negatively then you should just let it go and let people have it. If it does affect you negatively then we will get quite tricky discussion (as it will rely on feelings).

I’m quite bad with lore but isn’t WvW in Mists. Dungeons are actually in real world locations. If Mists is included then why isn’t SPvP?

There is a huge difference between “actively working towards something” and “sitting on your kitten #8221;. Encouraging latter is not good design.
Teamwork is good. However mixing teamwork-requirement with non-teamwork-requirement is bad design.

PvP is about fighting against other players. You can do PvE-tasks to do that. However, exploring is not a PvE-task like that.

While a good idea, exploring WvW doesn’t suddenly make you a scout. Explorer are there to get their points, not try to work towards victory.

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

It is not about making it easier, it is about making it less stupid. We don’t want it easier, we want it improved.
Exploring perfectly fits PvE content, you are there to experience the environment. Exploring hardly fits PvP environment, you are there to fight other people.

Then should the jump puzzles also be removed from the WvW maps? Perhaps the NPCs, also? The gathering resources certainly, as crafting is a PvE activity and not PvP. And I mean, the whole castles and running between them is not very PvE-like, maybe you’re not doing much killing while running around fighting walls.

I could go on, but I think the point is clear that WvW is not pure PvP regardless.

Sure, they could be removed from WvW. However they are there to lure PvE-minded people. Most importantly PvE-guys can do same stuff in pure PvE. If there was “Master Jumper” title then yes, it would be an issue.
Sorry, didn’t understand your “castle-wall” part. Could you elaborate?

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

So we have to justify the devs making the game as they envision and you are justified demanding changes for no reason whatsoever?

Reasons have already been listed in this thread. You are right though, I should have mentioned them to ease discussion.
Do you know why people don’t want to discuss with fan-boys? Because they keep sticking to their opinion (devs vision) without even trying to justify it.

So the arguments why World Completion should be changed
1) Makes people feel that they are being pushed to play WvW.
- World Completion consists mostly of non-WvW. This creates a feeling as if WvW-requirement was just added to push people to WvW.
- Requirements for World Completion aren’t clearly explained. It is very easy to start working on it while thinking it as a pure PvE-goal. It is easy to get upset when you have put major effort towards a goal only to realize you need to also do something annoying/painful.

2) WvW is not a part of the world (and even if it is, dungeons should be first included).

3) Relies on gimmicky and awkward mechanics.
– Easy way to explore is server swap. While still free, it will start costing at some point. Also need of a server swap shows clear issues with design.
– Need to wait 1 week for a change in colors or/and match-up. This is not case with most of the WC (non-smooth design).
– Need to rely on other players (you really can’t solocap). Again this is not the case with most of the WC (non-smooth design).

4) Exploring doesn’t make sense in PvP environment.
– The major goal of WvW is gain points by holding stuff. To hold stuff you need to capture/defend them. Exploring is against this design (while not an issue, kind of bad design).
– In WvW you are part of a team. In many cases you are taking up a slot from someone who could work for the team. This means you are a liability (bad design).

Why the need to make everyone PvP?

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Wethospu.6437

Wethospu, highlighting the most obvious showcase of your hypocrisy does not imply agreement with the rest of it.
Yes, I’m mainly a PvE player, and I don’t particularly enjoy WvW – but I honestly don’t see any reason to complain about the cost of the largest achievement in the game, because it’s meant to be a milestone. If ANet said you’d need to do dungeons as well for world completion, I would have had no problem with it, either.

Lowering the bar to fit the lowest common denominator has cost this world of so many potentially good things; particularly in the entertainment field. I’m glad ANet thinks twice before lowering the bar.

It is not about making it easier, it is about making it less stupid. We don’t want it easier, we want it improved.
Exploring perfectly fits PvE content, you are there to experience the environment. Exploring hardly fits PvP environment, you are there to fight other people.

There are plenty of other ways to make it more harder to get legendaries. They don’t have to stick with the worst option.
There are also ways to make World Completion harder (as you mentioned, dungeons). Again they don’t have to stick with the worst option.

Arah path 1 is seriously ridiculous..

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Wethospu.6437

We didn’t pull gorilla out of his area. We controlled its position. It dashes twice and then attempts to resurrect. You can quite easily make sure that it ends up in same place.

CoE Ex: Submarine

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Wethospu.6437

So if 1-2 players can clean up the bombs you could just hack last 3-4 waves on a row? :P

Why the need to make everyone PvP?

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Posted by: Wethospu.6437

Wethospu.6437

Good, you agree with rest then, makes this much simpler.
Game has both PvP and PvE. I can’t believe you have missed the PvE part entirely. If you want to see it yourself make a character and go play.

Why the need to make everyone PvP?

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Wethospu.6437

I have yet to see a single argument why the current situation is better. Just bunch of people repeating:
“it’s optional”: Everything is optional, with this reasoning they should add more sharks to spvp.
“it’s a pvp game”: Yeah, right.
“don’t make it easy”: If your definition of difficulty is “wait possibly-long-unknown time/change server, wait bit more on queues, do something unproductive on team-based scenario” then you really shouldn’t be talking about game design.
“lol, you need whole world”: Dungeons aren’t included, oh right, they aren’t part of your “world”.

(edited by Wethospu.6437)

CoE Teleporter path thoughts and bug

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Posted by: Wethospu.6437

Wethospu.6437

Enemies start regenerating when they break leash, while bit annoying not a big issue.
Bring more offense/melee to kill it faster (goes quite fast unless you have people dying all the time), slight reduction would be fine though.
AoE is perfectly fine. Don’t dodge Dragon’s tooth. Bring vigor, blocks, etc. Stand in safe spots if possible (safe-spot will be directly under you, danger-zones may overlap, one safe-spot may get ice-blast which shows as blue mist).
Crystal is awesome because it actually requires team-work (lame that some classes can just teleport out of it). To make it consistent either nerf teleports or increase cast-time so it can be dodged more easily.

Some questions about Giganticus Lupicus

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Posted by: Wethospu.6437

Wethospu.6437

With some range and swiftness I can quite well avoid the single projectile with zig-zag (though not consistently, have ran it like 7 times maybe). I believe (at least like to believe) that it can be zig-zagged reliably.

I don’t know what is with the bubble. I just dodge out of it (sometimes taking damage depending on reflexes/luck), some people say they can’t do it.

Warriors need to be nerfed

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Posted by: Wethospu.6437

Wethospu.6437

Sure, nerf health and armor. But give easy access to protection, regeneration and dodges.

Any research on weakness?

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Posted by: Wethospu.6437

Wethospu.6437

25% reduction would make bosses completely trivial, get over it.

And 50% of 50% is what? 10%?

Weakness also adds secondary value to crit in PvP. You can stack all the power in the world if you want and focus on survivability, but you will be crippled by Weakness. However, if you sac some survivability to gain crit, you’ll negate some of the negative effect.

It’s a give-and-take mechanic that I think feels pretty cool for PvP. For PvE, it seems like it’d be also nice, since you aren’t going to be dodging 100% of the damage (though maybe you can dodge 100% of the huge burst attacks), thus helping mitigate damage out to the party.

If it were just a straight % damage reduction, it would lose the PvP risk/reward.

Criticals could still get through.
As stated, with 25% damage reduction it would overall be same, except without the luck part. Similarly protection could be 50% change to reduce attacks by 66%.

Any research on weakness?

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Posted by: Wethospu.6437

Wethospu.6437

With so extreme damages you would try to dodge anyways. Anyways first scenario sounds much better. Wasted your endurance, enemy is closing with 100% damage attack. Apply Weakness.
First scenario: save your life.
Second scenario: roll a dice.

Noob to Dungeons

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Posted by: Wethospu.6437

Wethospu.6437

You get the option to replay story-mode.

Any research on weakness?

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Posted by: Wethospu.6437

Wethospu.6437

That doesn’t explain why it should be “%”-based.
And why weakness would counter critical hits better? 75% of 2+2 is same as 75% of 0.5+1.5.
(+ why even have critical hits? to make game mechanics look more advanced?)

What's the point in having levels?

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Wethospu.6437

Only thing I really dislike about level-system is weak down-scaling. At level 80 most of the areas are just faceroll.
Would have loved it if all areas were kind of equal (starter areas of course easier) and with cross-area events.

Would 10 extra trait points make a difference?

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Posted by: Wethospu.6437

Wethospu.6437

Yeah, some people just need the gear treadmill to keep going.

Any research on weakness?

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Posted by: Wethospu.6437

Wethospu.6437

No idea why they made it so complicated. Why not just stick 25% damage reduction or something.

Need help with my keybindings for keeping shouts up

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Posted by: Wethospu.6437

Wethospu.6437

Shift, Q, E, R, T, 1 (heal), 2, 3, 4, 5 (elite)
Shift + (1,2,3,4) for specials.
Weapon-swap and dodge on mouse.

CoE exploration laser jumping challenge

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Posted by: Wethospu.6437

Wethospu.6437

Agreed, it is just arficial difficulty and makes design so linear. They should allow more options such as running just through.

Good shield PvE builds?

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Posted by: Wethospu.6437

Wethospu.6437

Don’t listen to above.

Don’t take projectile reflection unless you are in WvW. The attack speed of mobs isn’t fast enough to make it worthwhile. Instead, get something else.

I’m quite happy reflecting few things in dungeons when each projectile deal as much damage as eviscerate.

UFOs have landed in Caudecus's Manor, hidden content!

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Wethospu.6437

So I was just doing CM normally and suddenly heard loud voices. Of course I quickly went to search the source. And what did I find…

NOTHING

(edited by Moderator)

What is the story behind giving Mobs huge HP pools?

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Posted by: Wethospu.6437

Wethospu.6437

Stack offense, stuff dies faster. I agree they should make enemies more dangerous so it would be less boring.

Good shield PvE builds?

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Posted by: Wethospu.6437

Wethospu.6437

Get that trait whick makes blocking reflect. That makes a shield a lot less boring!

Is it me or does dungeons feel wrong?

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Posted by: Wethospu.6437

Wethospu.6437

Then we need at least 5 bosses in same room.
Bosses need to have something to prevent cc-locks. However, I admit Defiant-stacks don’t feel quite right (no reliable way to make boss suspectible on uncoordinated team).

(edited by Wethospu.6437)

Arah Explorable Seers Path and The Priestess of Dwayna

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Wethospu.6437

For me it seemed that last few seconds of petrified you can actually move/attack. However you get re-petrified when the effect ends (so just grab a tear and save yourself!).
Sometimes boss just spawns that debuff on you so you just get petrified again and again!

Looking for a complete guide on all Dungeons

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Wethospu.6437

I have wrote few guides on incgamers (http://guildwars.incgamers.com/forums/forumdisplay.php?244-Guild-Wars-2-PvE).
So far AC, CM, TA and SE. I haven’t really received any feedback so no idea how suitable they are.