Rytlock… he’s SO gonna die! Everyone’s all like, “it’s Rytlock, I feel bad for the dudes in the Mists he’s gonna wreck!” and all that. Everyone is expecting him to be A-OK. It’s all a ruse! He’s gonna die! He’ll never break the curse and we’ll all be like “OMGWTFBBQ” how could A.net do this? I mean, the loot bag we got at the had such a foreboding name, IT MUST BE TRUE.
Maybe now that he’s finished his Wild Hunt thingy, he’d have had enough time for other worthwhile pursuits, like learning to speak with more than one tone.
It’s used to give your pet stealth in the jade maw boss fight so it doesn’t get targeted by the laser while you’re in combat.
Wonder if the dodge while in leap portions of mainhand sword autos will make it with this patch…
Also: since cast time is being reduced, that essentially means its cooldown is reduced by that same time (if the cooldown starts at the end of casting). So what was essentially a 15 second cooldown from initial cast will become a 12.5 second cooldown from initial cast (untraited). That’s a pretty noticeable amount. Not only will you be doing much more damage overall, you’ll also be having more vulnerability uptime for even more damage from you and your allies.
Rapid Fire: Reduced cast time to 2.5 (or 2 and 1/2) seconds.
Does this mean a 50% increase in dps or the skill just doesn’t last as long?
yes for rapid fire, does its damage over 2.5secs , add Quicken zypher it will shorten that by onther 50% to 1.75secs. more burst but not more damage.
Not more damage? The buff essentially doubles rapid fire’s dps. If it finishes 2.5 seconds faster, that means you get to fire off an additional 2 (and a half) long range shots compared to the live version. Long range shot shoots once per second and has a .9 power coefficient at max range. Rapid fire is 3.75 over 5 seconds. Rapid fire will become 3.75 over 2.5 seconds. If done at over 1000 range, it’ll essentially be like going from 3.75 over 5 seconds to 6.0 over 5 seconds (rapid fire + 2.5 long range shots). That’s a little under doubling the amount of damage the skill will be doing.
Rapid fire was actually a dps loss if used at 1000 range if you disregarded the vulnerability stacks (3.75/5s vs. long range shot’s 4.5/5s). With the upcoming change, rapid fire will be worth using off cooldown at any range (3.75/2.5s vs. long range shot’s 2.25/2.5s), assuming the total cast time will actually be 2.5s.
Add a new token currency to chests in the open world that can be traded for things like loot bags or runes or mats or something. BOOM, incentive.
4. Make it act the same way for burning and poison. Say once you hit 30 second duration or so, convert it to a 10 second duration condition that’s 3x as strong. For burning it could be like, second degree burning.
In the wardrobe, labeled as Iron Greatsword to the right of the Inquest Greatsword. Belinda’s katana, HOW TO GET?
Afk range during boss fights new meta.
You can stand inside him and his only attack that will hit you is his single-shot projectile that he does from time to time. I’m surprised it’s been like two years and people still haven’t figured this out, I found that spot after like two days and have been abusing it since.
His projectiles that he shoots when he doesn’t spin are reflectable. Finding that center spot can be a pain though, as messing up can send your face straight to the ground if you’re unlucky.
Also: engi turrets can body block too. Engis do EVERYTHING.
Almost everything. They lack a portal like skill. But given it would be an engineers portal, it would most like be “slightly unreliable”. (Group member: “Why am I in the middle of a magma field right now?” Engineer: “Just a mild callibration problem.”).
Everyone has a portal if they’re willing to fork over the cash to make one.
http://wiki.guildwars2.com/wiki/Watchwork_Portal_Device
Yeah… I don’t think anyone’s too keen on ever using those anymore with today’s prices.
They don’t, however, have a blink skill. Most exploits that used those have been patched up though AFAIK.
You can stand inside him and his only attack that will hit you is his single-shot projectile that he does from time to time. I’m surprised it’s been like two years and people still haven’t figured this out, I found that spot after like two days and have been abusing it since.
His projectiles that he shoots when he doesn’t spin are reflectable. Finding that center spot can be a pain though, as messing up can send your face straight to the ground if you’re unlucky.
Also: engi turrets can body block too. Engis do EVERYTHING.
While they were quick to fix this issue that was only introduced a few weeks ago, they have YET to fix the alpha crytal glitch.
So I guess we can once again search for hidden changes made in dungeons?
Golem in CoE starts off hostile.
elementalist – extremely high dps via fiery rush, might stacking
guardian – aegis, reflect (well… maybe not so much post-patch), stability, pulls, condition cleanse
warrior – might, fury, banners, empower allies
thief – stealth, dps
mesmer – reflect, pug carrier
ranger – spotter, frost spirit, reflect
engineer – pug carrier, does everything
necro – dps, weak supportmost desirable is … whichever one sounds the most interesting to you.
You forgot to list fury under ele and ranger, and blinds under thief. Nothing guts those pesky ascalonian warriors quite like a thief with off hand pistol and that one projectile block/blind wall.
I’m sitting here laughing at all the necros who think they have comparable dps to warriors LOL.
And every Ele I know going full zerk dies at the slightest mistake. Guess how much dps they do then?
Likely more than you if they got a single walled fiery rush off.
A.net should do these changes more frequently. Slightly making changes to boss scripting and such makes running these dungeons feel a little new. Change a small thing about each dungeon every week! When you run out of ideas, revert some of the changes! As long as the changes are thoroughly tested and don’t block progress.
Sidenote: give us some sort of option to reset an allied NPC’s scripting back a major step or so. It is quite annoying to have to restart a dungeon because Detha or Tzark’s scripts get glitched and they won’t start up the next section.
Having signet of rage traited is essential to having perma selfish fury. Having perma fury is pretty important to maintain 25 might. If you lack crit chance, your might stacking lowers. Arcing slice is a dps loss even if you dont have berserkers power whereas signet of rage gives you perma fury with only the need to cast it once every 48 seconds. Not sure how much you need to cast arcing to maintain fury. But i suppose thats worth looking into.
Arcing Slice has like, 20 seconds of fury at full adrenaline. It also hits for about as hard as your first two GS autos in about the same amount of time I think. So as long as you just use it when your other skills are on cooldown, you just lose out on the two stacks of vulnerability your first two autos would’ve done. On the other hand, casting Signet of Rage does 0 damage, so you pretty much stop your dps completely for the short amount of time you cast that. I believe the signet casts faster than Arcing Slice and you don’t need a target for its effect to happen, so you can use it during times when you’re out of melee range to mitigate the damage loss there. I’ve gotten to 94% crit chance with the 4/4 build using the cheap +60 precision food, having the precision signet, discipline banner, fury, and a ranger with spotter around, so 4/4 most likely won’t be wasting stats by going over 100% crit rate.
Both builds have their merits, but I prefer slotting Battle Standard for its party buffing effect and revival utility. 4/4 is also better for hitting non crittable/bleedable objects. 0/6 is more… range friendly since the +10% damage would affect weapons other than the greatsword, and the fury is not attached to your weapon skill.
Oh, so it’s for building around signet of fury. I prefer Battle Standard.
You do know that the 5 might from signet of fury only lasts 10 seconds on your party and not the full duration you get on yourself right?
No, no, you get Forceful Greatsword, which grants you Might each time you crit with your GS (No internal CD). In conjunction with Phalanx Strength, your party gets 7s Might, too.
Basically, you’ll be giving your party a bunch of Might as long as you’re critting something.
You misunderstand. I was questioning the 0/6/0/6/2 build as opposed to 4/4/0/6/0. The 0/6/0/6/2 build is focused on using Signet of Fury (signet traits). 4/4/0/6/0 has like, maybe 12-16% less crit chance and 7% less crit damage, but 200 more power, extra endurance on burst skill use, and doesn’t require bleeding to get the 10% damage modifier. Both builds would use Forceful Greatsword.
Casting Arcing Slice for fury > using Signet of Fury for fury since Arcing Slice does damage.
EDIT: Erp, just noticed I’ve been calling Signet of Rage, Signet of Fury.
(edited by Xhyros.1340)
Oh, so it’s for building around signet of fury. I prefer Battle Standard.
You do know that the 5 might from signet of fury only lasts 10 seconds on your party and not the full duration you get on yourself right?
(edited by Xhyros.1340)
Ahhh…. Well, if you’re running phalanx strength w/ a 0/6/0/6/2 build on warrior, you’re going to give your party 25 might @ all times. Combine that w/ the 2 main banners and utilities such as fgj and warbanner, you won’t get kicked often in either, as long as you know how to play. W/ Guardian, you need to learn your Aegis timing for group play and run gs/hammer in fractals for perma-protection (I’m not as good @ guardian, so you’ll wanna ask mentors that main guard).
It depends on how you wanna play I guess.
This is the second time I’ve seen 0/6/0/6/2 recommended for Phalanx Strength. What makes this a good setup for PS?
Unpopular opinion here, but I wouldn’t run anything other than PS in PUGs. From my experience, it’s worth to bring it most of the time. For the most part, their DPS is not really good, however I prefer having reasonable kill times. And especially IF the guardian/mesmer cannot use reflects, killing stuff faster becomes more important. I like being useful to my puggies. It’s part of MY contribution to the run.
I agree. I switched from solo to PS build during boss blitz (where play-how-you-want and uplevels abound) and 5% health timing went from 4 to 2 minutes. I was astonished.
People tend to not understand the effect of going from ~3 might stacks to ~20 might stacks on 4 other people. It doesn’t matter if they’re wearing clerics, that’s over 2800 extra power you’re adding to the party if you can proc PS that much. Add in EA and a strength banner, and that becomes another 1650 power. Add in banner of discipline and their crits are hitting 12% harder, and happening about 9% more frequently. With the extra 1000 power you’re giving everyone, you probably just increased your party’s dps by ~50% (assuming they have about 2000 power, and that estimate is lowballing it). No other class can turn a bunch of low dps players into some respectable dps quite like a PS warrior.
I like to run 4/4/0/6/0 with all the GS traits, Phalanx Strength, and Empower Allies. Bring Banner of Strength and Discipline. Camp greatsword. The reduced cooldown for greatsword trait makes hundred blades and whirlwind attack have very nice, short cooldowns. You also have no incentive to keep your adrenaline up, so you can have 100% personal fury uptime with this setup. You also get the most dodges with this build, since you have a lower cooldown on whirlwind attack and get some endurance back when you use Arcing Slash. Arcing Slash isn’t good damage, and only hits one target, so don’t use it on cooldown, just use it if you’re out of fury or if you need more endurance.
If in a party that can cap might without Phalanx Strength, go for 6/4/0/4/0 for the extra 15% damage at full adrenaline trait. You can also do 4/6/0/4/0 if you’d prefer to camp axe instead of greatsword.
If there’s already another warrior with Empower Allies, go 6/6/0/2/0. Coordinate your banners so you can pack another utility. Switch the GS traits for axe traits and pack an axe/whatever instead.
The first build is the default. It is the lowest personal damage, but more than makes up for the loss by intensely increasing the damage of your party. The rest of your party has to be within range of Phalanx Strength for it to actually matter though, so if, for whatever reason, you’re in a party where everyone else is at 1200 range, you can go to the next trait build.
Battle Standard is pretty much the best elite ever. Signet of Rage is essentially a selfish Battle Standard without the added revival utility. Use Signet of Rage when you’re out soloing stuff.
Both ele and thief have the highest potential dps out there, this is due to multiple damage multipliers in their traits.
Despite what most of the community thinks warrior dps is mediocre and the only reason you have them in your party is because of their banners. More than 1 warrior in your party is already a dps loss for absolutely nothing in return and it would be better to replace them by one of the other 2 classes i mentioned or a ranger with spotter and a traited frost spirit.You are wrong. Warriors are taken above Ele’s in dungeons or Thiefs for that matter, that the DPS is cleaving and still reasonable while they are able to effectively stack through the course of the dungeon. Add in, For Great Justice and banners and you are good to go. I am not saying you cant melee stack with Ele’s, but I can imagine it would be pretty bad.
Warriors are taken above any other classe because people like you keep on spreading the wrong information. In an optimal setup you only need 1 warrior that brings both disc and str banners, that’s all they’re good for, they are support DPS. Wat does a second warrior bring if the first one covers both banners? Exactly. Nothing. Now if you replace him with a guard you’ll have more active defenses for your group, if you take a ranger he can boost your party dps by 14% with appropriate traits and utilities while having high DPS, a thief and an ele both have higher personal DPS.
Optimal groups run with a 2 ele, 1 warr, 1 thief, x setup and they can ‘meelee stack’ trough the content by using active defenses, not to mention that they burn trough bosses in mere seconds.
You forgot the Empower Allies trait for the warrior. I don’t care if you have to give up your 10-15% personal damage modifiers or whatnot to take it, adding an extra 150 power to everyone is always worth it.
Just make the ascended for your mainhand. Offhand weapon damage only affects skills 4 and 5 anyway.
The sprocket drops make this everlasting pick less costly than the other options, but doesn’t in any way turn it into a money maker. Once you’ve sunk your gems into buying one, it sure seems like you’re earning a lot, but it still will take years to pay for itself.
That said, I’ll repeat what I said earlier: I think it was a bad move on the marketing department to offer an item in the gem shop with a feature that is not available in the game in any other way: you cannot farm sprockets (outside the home instance) reliably without it. No other gathering tool offers a bonus item that doesn’t drop naturally from the relevant node.
And I’ll put my money where my post is: I’m willing to give up the feature on the two picks I bought, if ANet wants to make this item like all the other everlasting tools. (Naturally, I’d prefer compensation, but I’m ok if none is offered.)
Less costly? It pays for itself. It turns my 1.5g mining runs into 2g. If you are a hardcore miner, it could pay for itself in under a month. That’s at the current price. The sprockets were selling for more before the festival.
A party with 4 warriors yet no EA.
Make salvaging transmuted items give the transmutation charge back.
I run a zerker Guardian and I have started running dungeons to make money towards acquiring a legendary. So far I run:
AC p1, p3
SE p1, p3
COF p1, p2I am in the process of learning TA forward, and up.
Any other suggestions on easy paths and other ways to make money?
Add in AC2, it’s super easy to kill the last boss in a single trap now. The entire dungeon got its HP super nerfed, and the ferocity change added a boat load of crit damage, making everything die even faster. Kill Kholer, he dies in like 30 seconds with downs and uncoordinated running about. Not sure about the troll though, he has a stupid amount of CC.
They heavily increased the amount of crit damage you get while downscaled though. Go check out AC or CM, or TA.
So, if our equipped sPvP look will be replaced by our PvE look, I assume the equipped sPvP gear will automatically be added to the wardrobe? There hasn’t been any a.net post saying to disrobe and put everything in the locker before the patch has there?
What’s going to happen to sPvP equipment tomorrow? I know all the skins will end up in the wardrobe for swapping around, but will sPvP still have different equipped sets from PvE? Will sPvP behave like it currently does with a separate armor set from PvE?
Guild bump! As stated in the title, the guild does everything. PvE, sPvP, WvW, guild missions, dungeons, fractals, living story, whatever. We even recently started doing weekly Tequatl runs at the request of one member. A very friendly, helpful guild. We do guild missions on Sundays and Thursdays for those who missed Sunday, and I have to say unlike other guilds that just rush through and leave members hanging for bounty, rush, or puzzle, this guild does its best to make sure no one is left behind. Also, vVv is a 100% rep guild, so none of that annoying 20 people online, 2 repping shenanigans. vVv Best Guild, NA.
GW2 cannot do hardmode unless it’s a dungeon. Why? Because unlike GW1, the “open world” of GW2 is not instanced. This means they cannot create any such hardmode content unless it’s in the very limited instanced zones.
Incorrect, every map is its own instance with a high player cap. What do you think overflows are? This is not a seamless world, there are portals and loading screens and borders for each map. Having hard modes for each zone would be completely, but would take a lot of work and would further split the community. Imagine having a popup appear with an option to select the normal difficulty or a hard mode each time you try to zone into a map. Normal would, of course, send you to the regular map instance, whereas hard mode would send you into a different map instance that would have harder stuff.
Communicate with other guilds that DO accrue influence and merits to coordinate with TTS to do 8pm Teq raids. There are likely many guilds that would want to kill Teq at the previous time, but don’t have the numbers to do so. TTS can act as a mercenary force to help those guilds complete those raids. Get organized and summon each other to cross the gaps between worlds and engage in jolly co-operation! Then we can all be grossly incandescent Sunbringers!
Dat topic merge, I like how the very first page talks about the future of stacking sigils.
So much blablabla about low levels benefiting from traits at level 10-30. BS. Pure and utter BS. The stat boosts from traits aside (which are matched or exceeded by minor runes), the actual traits you gain are next to useless because the stats your character has are that low. The traits are truly capitalized on when your character has far more stats. That doesnt happen at the low levels because gear has a single stat, usually single digit at that.
Warrior signet precision trait is at its best at level 20, and gets worse as you level. Once you get that trait at level 20, and go all signets, you get around 100% crit chance. It becomes much less effective as you level up, basically becoming ~2% crit chance per signet at level 80. Also to a lesser degree there is the mesmer 50 precision for using a sword trait. That 50 precision is worth a lot more when low leveled.
You know how all the npcs say that you’re the one to kill Scarlet and all? What if you personally never got that far, like if you just came back now after a long break. Would you still be referenced as killing Scarlet, or do those players get different dialogue?
As a slightly related note, there’s new ambient music in Maguuma now. It’s pretty. Wonder if those bandits in northern Brisban are going to finish the bridge to that one unreachable portal soon.
I think I have found the cause of the infamous crystal glitch (where even after the crystal dies, you’re paralyzed for the entire duration). I’ve noticed now that I’ve leveled my elementalist to 80, that every time I used Fiery Rush and got crystaled, I got the glitch. I believe that the glitch occurs if it is the crystaled player’s own damage that kills the crystal. I’ve run CoE 3 times today on my elementalist, and had the glitch happen just about every time I got crystaled. I use a lot of lingering damage abilities on my elementalist. It also happens rather a few times (not nearly as frequently) on my guardian. I believe this is due to symbols. On my bomb engineer it also happens a few times (bomb damage or Elixir Gun 4 could kill the crystal). Now that I think about it, I was always a bit leery of using EG4 on alpha because I frequently (but not always) got the crystal bug after I used it. I used to think it was because I was middair, but lingering damage makes more sense.
The idea behind the crystal prison was obviously that your party members would attack it to free you, so whoever programmed it probably only set it to free you when your party destroyed the crystal without consideration of what would happen if the victims themselves were the ones to destroy it.
I think I have found the cause of the infamous crystal glitch (where even after the crystal dies, you’re paralyzed for the entire duration). I’ve noticed now that I’ve leveled my elementalist to 80, that every time I used Fiery Rush and got crystaled, I got the glitch. I believe that the glitch occurs if it is the crystaled player’s own damage that kills the crystal. I’ve run CoE 3 times today on my elementalist, and had the glitch happen just about every time I got crystaled. I use a lot of lingering damage abilities on my elementalist. It also happens rather a few times (not nearly as frequently) on my guardian. I believe this is due to symbols. On my bomb engineer it also happens a few times (bomb damage or Elixir Gun 4 could kill the crystal). Now that I think about it, I was always a bit leery of using EG4 on alpha because I frequently (but not always) got the crystal bug after I used it. I used to think it was because I was middair, but lingering damage makes more sense.
The idea behind the crystal prison was obviously that your party members would attack it to free you, so whoever programmed it probably only set it to free you when your party destroyed the crystal without consideration of what would happen if the victims themselves were the ones to destroy it.
If someone who runs CoE a lot with a class with no lingering damage abilities could confirm that they never get the glitch, I think we could be certain of the cause and maybe somehow get a.net to fix the code that says to allow player freedom only if the crystal is killed by allied damage to be changed to any damage.
Edit: kitten , just remembered there was a game bug section.
(edited by Xhyros.1340)
It’s gonna be something like Destiny’s Edge 2.0 has cornered Scarlet, with Rox wanting to kill her. But then, Scarlet mentions that only she can make the cure for Kasmeer, or something. Then Rox and Braham have a little spat about friendship and warbands and trusting evil salads, to which Canach shows up and says that everyone deserves a second chance. Then they decide to give Scarlet a chance, she laughs and says that curing Kasmeer is impossible and somehow gets away with our characters giving chase, having an epic boss battle ending with us killing her because she was OUR personal nemesis. Rox is kittened that Rytlock won’t let her in his warband because SHE didn’t kill Scarlet, Marjory is kittened that Rox cared more about that than Kasmeer’s death, Braham is kittened because friendship, Taimi is kittened because her wheelchair golem broke, and Canach is a sad salad. Then we get 5 more dungeon LIVING story modes for Destiny’s Edge 2.0 drama.
I picked radiant and now i regret it -.- I shoulda picked hellfire.
You’ll have both radiant and hellfire helms, gloves, and shoulders before you get to 21000 AP.
Don’t you think that if it was designed poorly it would have already been redesigned?
Circular reasoning. There’s a lot of stuff overlooked by the developers, and Fractals and dungeons certainly are one of them.
So you are saying that the people that manage this product have overlooked something? I doubt that.
Tree’s just trolling you all. That statement alone should be enough to demonstrate that he means the complete opposite of everything he’s said. His sarcasm doesn’t come out well because this is a forum and his name isn’t Stephen Colbert.
Remember when they buffed the celestial ascended trinket stats by like, 25%? Maybe they’ll do it again. Give them time.
LA, the Priory, the Vigil, and the Order of Whispers. Down with the Pact!
WOW, WHAT A HUGE BUFF! Now I don’t have to dodge as often to keep the 10% damage while not full endurance trait active!
What about if a zerker ranger yoinks your hammer. I’m pretty sure rangers stand to gain the most when using the hammer compared to any other class since their base dps is the the worst due to pets, so them picking it up would be an overall dps gain compared to giving an ele more time to see bigger numbers on their own screen. 800 dps to 1600 dps (hypothetical ele) is less than 400 to 1400 (hypothetical ranger) (random numbers, principle stands).
Wonder if it’s going to change its behavior when downscaled, or if we’ll go from 15% crit damage in AC to 14%.