Next time we should use voice comm!
I use Axe/Horn + Rifle. If I get out of combat in p3 I swap Rifle for Greatsword. For utilities: FGJ!, Endure Pain (to res people and survive mistakes), Stamina Sig (or whatever gives more endurance regeneration), res banner.
P1: axe auto-attack grubs/locusts (intercept to grab aggro).
P2: shooting with rifle, swap to horn and buff when running away from aoe attack, zig-zag to avoid single-target bolts
P3: melee and dodge stuff
Though I really have to try full-melee on P2.
Regards the video, people going down on P1? And on P2, just zig-zag single-target projectiles to save endurance.
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Maybe replace your F1 skill with a new one depending on what banner is out?
I was more like thinking replacing the actual banner skill. And if the skill was powerful enough while consuming the banner, it might actually be interesting!
I think banners would be cool if you would get another skill when the banner was out. Something to boost banner effect, like healing or knockback on banner area.
Arah exp 4, Lupicus not waking up, cleared everything before it.
So unless someone has a solution better not run this until fixed…
Based on wiki: damage taken = damage / target armor
So you could say that 2000 armor gives you 99.95% damage reduction or that 3000 armor gives you 99.97% damage reduction. Now this is not very good way to look at it because all numbers will be so high and because there is actually a base armor (1836 which everyone can get with max level toon and armor).
So if you want to know how much less damage you are taking than a “normal” guy then compare it to 1836 (or 2000 to keep it simpler).
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One more thing: you took away the surprise/thrill factor when you removed the chance-to-drop items. It’s too predictable, knowing what and when you’ll get with the token system. A proposition: leave the token system as it is, but add chance-to-drop items (LOW chance) which are better than those you can obtain with tokens. That will be the incentive to run the dungeons over and over again, and people will always be on their toes, hoping they’ll get the drop they need.
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I think they didn’t want to create another lottery-system. Sure, it gives incentive to repeat the content but in the end it doesn’t change anything.
If something, add stun effect to Alpha while he is stunned.
http://wiki.guildwars2.com/wiki/Damage
Not sure if I understand your first question but are you wondering how much armor reduces damage?
Based on wiki, just use “old armor” / “new armor”. For example if you have 1000 armor: 500 more armor → 1000/1500 → 66% (33% reduction) or 1000 more armor → 1000/2000 → 50% (50% reduction).
Haven’t played much with conditions but I think stacks make it tick faster and condition damage affects the actual damage.
He sometimes throws a grub. I have heard killing that grub causes lengthy stun for him (backed by some experience).
Buy like ~100 any cheap food from trading post (just compare what gives something nice for best price). Also buy like ~50 cheap potions. Should be 1-10c each.
If someone leaves get a replacement. Must say those 3 guys must have been very happy when they joined my CM exp with 75% done.
It wouldn’t be really fair if melees had to bring swap when ranged didn’t have to do same.
However, pretty much all the time you can do fine with just melee weapons.
What really bugs me out that would I have done more at ranged than playing tag with the boss.
I would actually love them to buff the crystal so that no one could just teleport out of it.
@Wethospu – People complaining explorable dungeons are hard with pugs are just joke, ive done many dungeons with pugs and manage to complete them. Other thing is, designer already stated that explorables are ment for coordinated groups of good players, not for pugs.
Yup, they are too easy. However I don’t really see people complaining that they are too hard with coordinated team. :P
By the way, does someone know how much difference tanky stats make? How much less damage taken? How much more hit points? How much less damage dealt?
Because you know, faster you kill them less times they deal damage!
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People are complaining about difficulty in pugs, so this won’t shut them up.
However, I’m sure people can learn things from your videos!
When I started dungeons I went mace/shield + hammer + cc utilities because stuff seemed to hit so hard and everyone sucked.
Now I just roll with greatsword + axe/shield with FGJ, OMM, SIO and elite banner.
Someone has to do damage when more and more people are going defensive…
Trigger one wave, kill silvers, trigger another wave, kill silvers and so on.
How we did the torches:
- everyone clear everything except one monsters (prevents respawn)
- leader says go: all go in → everyone says “c” when cleared
- then either all light when all “c” or leader says “light”
Sure, it is annoying when you have someone braindead. But most likely they can’t do much in combat, either.
People exploit when they can get rewards more easily and don’t fear getting punished.
To permamently fix exploiting remove all rewards from game, or alternatively just shut down the game.
Normal and hard mode please!
Did this today with pug. Took them while to realize that we should just skip grenadiers (like run past, you know :P).
Grenadiers won’t bother you if you are near closed door in the boss.
Alternatively just make one guy tank one of them.
I’m happy that more and more people are realizing this situation.
One player using melee not even touching the boss doesn’t make melee viable.
Anyways, I’m quite happy with melee. Only problem is when enemies decide they want to follow me all of the time.
I understand restrictions for rewards, but not for content. I also want harder dungeons. That said I’m all for two difficulties.
Easier mode would allow most of people experience dungeons and prepare for harder mode.
Harder mode should be based on easier mode but include more durable, more skillful and more hard-hitting enemies and prevent graveyard zerging.
Lists of dungeons I have done (mostly melee) with 0-2 “friends” and rest randoms.
Ascalon: all paths.
Manor: all paths
Twilight: all paths
SE: story + exp
CoF: story + 2 exp
CoE: 3 exp (one path might have had 3 “friends”)
Arah: story + 1 exp
HotW: none
I admit some were quite tough in the beginning but once you understand what is going on it gets much much better. Honestly, I wish they all were harder but for that there needs to be casual mode, too.
And talking about one-shot… getting hit by 1.6 MILLION damage from one deadeye sniper shot
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So far I have seen few legit complaints about dungeons.
1) Too hard for casuals who just want to experience the content. Too steep difficulty for casuals to learn.
2) Plenty of uninteresting fights with just huge pools of hp.
Making current difficulty of dungeons the hard mode (with few tweaks) would allow making much easier normal mode which would fix 1) and partially 2) (normal mode would have less hp).
Tweaking the hard mode mobs to have more skills / be more dangerous would fix rest of 2). Also to spice things up, add WP-locking during major fights and more reseting events for hardmode.
It was kind of funny to revive 10+ NPCS in middle of fight.
World Completion doesn’t include Dungeon Maps nor SPvP Maps. Therefore there is no reason why it should include WvW Maps just because they are maps.
Forcing different game-modes is bad design. Allowing different game-modes is good design. Period.
What makes exploring WvW even worse that it relies on awkward mechanics: switching servers, not playing the gamemode as designed, waiting for team-color changes, waiting for change in WvW situation. Most importantly, these mechanics don’t exist with rest of the World Completion. This makes the World Completion progression broken.
My suggestion is: PvE World Completion, WvW World Completion, Dungeon World Completion, SPvP World Completion and optionally Master World Completion.
I actually liked Claw Island because there was so many enemies. :/ (like use stun-breaker?)
Any chance getting hardmode-version for story?
You really don’t want to use the books as they are so expensive. Better just reset with the NPC (3,5 silvers).
Though I don’t know how the cheapest books works or remember its price.
That must suck :/ I guess PoI could be anywhere (like HoM if it even counts) but Vista really can’t. Also completed cities?
Let me guess, you did WvW when your world was owning most of the map?
It could be 3% or 4% actually. I have all hearts done so I don’t think I have missed an entire PvE area. + WvW is only place for Vistas/Skillpoints.
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Had 100% Cartographer in every continent. Major difference is that doing Cartographer doesn’t rely on unknown factors.
Though I really like the exploring in GW2, corner-hugging was stupid.
Sitting at ~95% World Completion, all areas done, need to do WvW. Those last few % will be a lot more tedious to get than everything else before.
I call this progression broken.
What WvW has even to do with PvE title?
When is Zhaitan attacking Stonemist castle?
Are the invaders actually Risen minions?