Showing Posts For Yamsandjams.3267:

Cleansing Burst sigh

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Also, the fact that it didn’t scale was surely taken into account when Healing Turret was balanced.

Because Healing Turret is light years ahead of all of the other Healing Abilities for Engineer, which is super imbalanced.

I think assuming it was taken into account is giving too much credit. We don’t know that, and the lack of scaling doesn’t seem to make any logical sense. You invest into healing power, and then a healing ability doesn’t scale with it. Furthermore, if it was surely taken into account as part of the design, why does the tool tip still scale with healing power? Surely they would have remembered to make the tool tip work correctly, right?

Though I do concede your latter point. If they did make it scale, it would just make it better than it is already, and the other healing skills that are already lacklustre would just become even more so.

Though that of course brings us back to the discussion on how healing turret is not, in fact, a turret and is instead a glorified water field bomb that is most optimally used by ignoring that it’s a turret at all. But there’s already been several threads on that.

Celestial Bomber Build - Might on heal!

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

You get 3 to 6 stacks of might if you use medkit just by swapping to it.

Yeah, but then he just dies to conditions much more easily and can’t burst heal his allies, so it’s not really a good exchange even though he would have better might.

The one thing that’s really valuable in the inventions line is the 3 point trait. It can help ensure you can use your heal for clearing condis earlier on, and then still have it if you get bursted when the opponent thinks you’ve wasted your heal. But going with speedy kits and invigorating speed can give you more dodges that prevent the need for the extra heal in the first place, not to mention give you a bit of a damage boost.

I find the inclusion of the torment sigil a bit odd though. I’d spec for doom instead since the poison can end up being much more valuable, or energy for the dodges of course. Doom also has the added benefit of being deliberately activated, whereas you’d have to rely on a proc to get your torment off and you have relatively low precision with only passive access to fury. Not to mention the poison would do more damage per tick with a longer duration.

I’d like to suggest something other than 60062, but unless you want to go for some kind of healing build I don’t think I can.

pistol build

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

I do generally suggest rifle for levelling, but pistol can work just fine too.As long as you slot incendiary powder once you have access to master traits you should be good, and speedy kits will help you get around.

If you want to fuss less with kits, you could also go for coated bullets for fighting clumps of enemies, but incendiary powder will give you a lot more mileage most likely.

revenant: stolen skill (F1)

in Thief

Posted by: Yamsandjams.3267

Yamsandjams.3267

Underwater Steal list?

in Thief

Posted by: Yamsandjams.3267

Yamsandjams.3267

Hrm, IIRC for underwater steals…

Ranger is http://wiki.guildwars2.com/wiki/Eat_Egg and engineer is http://wiki.guildwars2.com/wiki/Throw_Net

From guardian I think you get some chain thing that immobs or sinks (forget which) the opponent… can’t find a link to that on the wiki though.

I think mes, ele, necros have the same steals, maybe from other thieves too. Can’t remember what warriors give.

That’s all I can remember, thief is just my alts that I play sometimes, and I don’t do a lot of underwater fights with them.

I'm done with solo roaming guard

in Guardian

Posted by: Yamsandjams.3267

Yamsandjams.3267

Unfortunatelly I have to agree with OP. The only hope for us is bow which we are probably getting in HoT.

Given that the revenant’s hammer is a ranged weapon, the guardian specialization’s bow will probably be a melee weapon.

WVW Exploits

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

Just sent an explanation to that address, for all the good it will do.

It will do at least as much good as this forum thread, I can guarantee you that.

Getting GWAMM/Champion of the Gods now?

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I know a guy who went back to GW1 to get HoM points. He started out at zero as I don’t believe he had ever played GW1 before. He now has 50/50 HoM points and GWAMM, which he finished a few weeks ago.

I believe it took him approximately 7-8 months to do all that (I know it was less than a year for sure).

As such, even though I haven’t gone back to GW1 since GW2 launched (I only got 35/50 HoM points), I do know that it’s still quite possible to complete your HoM point collection and get GWAMM.

I think the person I know ended up putting in quite a few dedicated hours to get everything, and I’m not sure if he had to do anything drastic… I know that some of our guildies hooked him up with some unded minis, but I’m not sure about anything else.

If there’s one title track I’m sure is impossible, it’s the codex arena one. That thing was a barren wasteland prior to GW2’s release, and I doubt that’s at all changed. In fact, I would probably avoid all PvP-related titles as I think those ones have a drastically higher time investment required (and luck required too if it’s things like RA).

Things like the cartographer titles are a much better target because they’re very straightforward and just require time. Although the Cantha one might be a bit problematic if you can’t get someone to taxi you into the one side of that mission (forget the name).

The Kurzick and Luxon title tracks are also straightforward to get, though they take a lot of time. For those, you can probably just grind JQ over and over (I wouldn’t be surprised if it was still filled with bots). The other faction titles (i.e. lightbringer) should also be fairly straightforward to achieve.

The protector title tracks should be easy to do, though you may have to fudge some of the bonus objectives unless you can get people to play with (I’m looking at you, Dunes of Despair). The guardian ones are possibly doable as well, as they’re basically the same thing on hard mode.

Anyways, those are my suggestion. I would have a look at http://wiki.guildwars.com/wiki/God_Walking_Among_Mere_Mortals and http://wiki.guildwars.com/wiki/Guide_to_earning_Hall_of_Monuments_rewards for other tips/guides and information as well.

Happy grinding!

Taunts come to gw2

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I really wonder why people make such a fuss out of taunts.

Its just another hard cc, while it might work a little better thanks to being ranged, its functionally not very different from a stun or knockdown.

It is quite different because it moves your opponent. Positioning is a very important element of combat, and being able to force someone out of position like that can be quite dangerous for them.

I would consider it to be more powerful than fear (as a CC at least, necros can get it to do massive damage) because fear can put your opponent away from you and possibly towards their allies, whereas taunt can leave them more isolated and exposed.

For instance, let’s say you’re in WvW and having a standoff with some guys near their tower. Typically, their backs will be towards their tower, so if you fear them it will move them towards it, putting them in further protection of their guards and making it so that they can get in their gate more easily. However, if you taunt them, it draws them away from their guards and gate, so that it’s more difficult for them to scramble to safety afterwards, even if they use a stun breaker.

Same thing with ZvZ. If you fear a dude in a zerg, they’ll typically run further back into their zerg. But if you taunt them, it can draw them out of their zerg, at which point they can be mauled by your zerg.

Of course, one could argue that taunt less useful in other situations, such as if you’re trying to kite or run away from someone, and it doesn’t seem like it would be as useful for knocking people off cliffs (at least no less useful than a pull skill).

There’s also the notion that you can force them to auto attack and combine it with confusion to force them to take damage, but I’m a bit skeptical on how effective that will be.

All in all, we’d really need to see more actual details of taunt abilities before we can really judge their efficacy.

Make Geodes and Scraps a currency

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

Well, they still haven’t added the copper, silver, gold, and platinum doubloons as depoitable collectibles, so I don’t imagine geodes and what not being converted into a wallet currency any time soon.

Not that I don’t agree with the OP, I do. When something like giant eyes warrants a collection space (which seem to drop as frequently as precursors), there’s no excuse for a lot of other stuff not being treated the same way.

I still remember when mystic coins and dungeon tokens took up inventory slots… shudder

I think part of the reason they haven’t added any new wallet currencies is because it’ll break their nice and neat 4×4 UI grid that they made for the wallet currencies. LAME

Taunts come to gw2

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

Taunt-100b combo?

There you go warriors, instead of making 100b mobile, you can make your opponent move into it for you XD

In game inflation and gold sinks

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’m sure others like Wanze will rip your statement wide open

I stopped reading when he wrote that Anet is retracting items from the economy.

Yes, that confused me as well. I’m not sure what proof the OP has of such things, as I have observed the opposite to be true (i.e. Silverwastes and Dry Top chests, PvP reward tracks, ascended material recyclers, &c.).

In game inflation and gold sinks

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

All things considered, I don’t think the inflation in GW2 is out of control or anything like that. Things could be much, much worse, as I’ve seen in other games.

I think there may still be certain trade goods that need to be more readily accessible (i.e. linen, rugged leather, giant eyes), and there are of course ones that are simply overabundant (i.e. thick leather, mithril, elder wood).

However, I’m not really sure what the suggestion is being given by the OP though. It sounds like they’re saying trade goods should be available in higher supply, but then they go on to say that you can’t have too many or they’ll be worthless.

I think what they’re describing as a “flaw” is simply the means by which such a system has to be balanced. It’s basically a constant war between how much money is being accumulated and how much is being spent, and the “ideal equilibrium” in which no inflation occurs is simply not practical to expect. Yes, there is the notion of a “perfect system” that can be used as a theoretical basis, but in practice you have to monitor actual data and adjust an in-game economy as you go. There’s nothing “perfect” about it.

The expansion is going to have potentially drastic effects on the economy as well, will be interesting to see what happens.

Can we get a teleport to commander?

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I don’t know if http://wiki.guildwars2.com/wiki/Teleport_to_Friend works in WvW. I ended up getting one of these, maybe I’ll try it out.

“Directly teleports the player to a friend anywhere in the PvE environment. "

So, probably not?

Probably not (sorry edited my post twice after posting that sentence). But WvW is technically PvE, what with all the raptors, wolves, and griffons everywhere.

Can we get a teleport to commander?

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I don’t know if http://wiki.guildwars2.com/wiki/Teleport_to_Friend works in WvW. I ended up getting one of these, maybe I’ll try it out.

If it works, then you’d just need to drop 1000s of gold on gems to get keys and you’d be able to port your zerg around (albeit slowly) for a few days at least.

I’m guessing it won’t actually work though.

Main/Off hand - Sigils?

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

You can’t use the same sigil in a weapon set. You’d want only one force sigil and then something else (i.e. bloodlust, fire, air, strength, &c.).

[BUG] - Ogden's Ankh + Aspect Amulet

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I’ve never seen these in the laurel vendor either, and I’ve done the LS all the way through with three different characters and completed all the achievements.

Infiltrator's Arrow upper ledge trick

in Thief

Posted by: Yamsandjams.3267

Yamsandjams.3267

If you could walk there with no jumping, and if it’s in range, you can shortbow to it. In the guild rush event with the spiders, there is a place where you can shortbow across a couple of gaps that are over drops that would kill you if you fell, but because a path exists, you can shortbow over the gap.

This isn’t always the case. There’s various ledges in WvW that simply won’t allow you to IA up them (or at least, not without very specific angles, positioning, and luck), even though I can clearly see a path to walk up that ledge that would take me like 10 seconds.

I find that the PvP maps tend to be very forgiving as far as letting you blink up ledges with IA, moreso than anywhere else in the game. Maybe there’s some specific way they designed the ledges in the PvP maps (i.e. more clean cut) that allows for that.

Pistol Pistol Thief

in Thief

Posted by: Yamsandjams.3267

Yamsandjams.3267

I wouldn’t call it a solution, really. P/P sacrifices everything to do decent damage, and sacrifices too much damage to do anything else. It’s just a bad set.

I really wish that somewhere (in critical strikes or deadly arts) , the devs would add a Master/Grandmaster trait that reduces the ini cost of pistol skill by 1 when dual wielding pistols.

Maybe buff combined training to do something like this? There is just so much utility in the P/P set that I feel you can’t use much without sacrificing a ton of damage for ini management.

dat perma immob though

Rifle - Killshot video - WvW Roaming

in Warrior

Posted by: Yamsandjams.3267

Yamsandjams.3267

With the added CC you have a better chance of surviving those more difficult fights. Bloodlust and Sigil of Lighting on GS. Sigil of Fire and Sigil of Incapacitation on Rifle.

Instead of Signet of Fury i go with Bolas as opponents will naturally want to gap close when you’re on Rifle and they come straight at you.

See, I do the same thing as well, leg specialist and bolas. However, the problem in WvW is that so many people run the condi duration reduction food that the immobilize can be nullified almost completely. It makes you have to run condi duration increasing food to get it to work properly. Now granted, not absolutely everyone uses that food, but I run into it so frequently that I just wish they’d nerf that shiz already.

Also, that bolas… man, it’s really unreliable sometimes. Obstructions on people right in front of my face, and it can be hard to land on someone moving at range unless their vector is constant. It fails so often that I feel I should just replace it with another stance. But when it does land, it can be pretty good.

Rocketboots: Jumping through "wall" skills

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

So you would basically want stability for the duration of the animation (~ 1-2 seconds)?

I can’t say I’d be in favour of that. Engineer is supposed to have poor access to stability by design, and attaching that to an ability that removes movement impairment and launches you far away would be quite good, especially on a 20s cooldown. The only way I feel this would be more feasible is if the cooldown on the boots was upped to 35-40s since it’s escape potential would be greatly improved as a result of the change.

Please make Rocket Kick a Stun Break

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

If they were to add an additional stun breaker, rocket kick would simply not be a good candidate. Rocket boots is just too valuable a utility, and giving rocket kick a stun break would be putting too much in one package.

I’m not saying they shouldn’t add a stun breaker to a skill, but it doesn’t need to be bundled in with the rocket boots utility. There are less useful skills that could use the leg up a stun breaker would provide.

Mind you, I’m speaking from a WvW perspective. PvP could be a bit of a different scenario.

1 hr for 5 wins in DB why? Really?

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I used to do five wins a day, but it just got too tedious and boring (even when winning five in a row). Now I just stick to doing the participation daily and leaving the other one alone to go do other stuff.

Haven’t even bothered trying to grind for the interrupts, I’d rather jab a fork in my eye and swivel it around.

Thief - Infiltrator's Strike - jump bug

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

Ah, so that’s how this was done. I thought it was something done during the second phase, but it’s during the first phase.

I’m guessing the technical reason behind it is that the return point is in the air, and the game decides that it can’t blink you back there, so it blinks you in place. I’d imagine it would exhibit similar behaviour if you managed to use it whilst falling.

Time to zoom around the borderlands, mehehehe.

Visual Lockup

in Account & Technical Support

Posted by: Yamsandjams.3267

Yamsandjams.3267

I couldn’t find any information about this being a known issue or anything, so my apologies if I’m posting this unnecessarily.

Specs are as follows:

GPU: GTX 770 v347.52 (latest released driver version)
CPU: i7-4770 @ 3.40 GHz
RAM: 4GB DDR3
Disk: 240 GB SSD x2 (RAID 0 configuration)

I’ve been having an issue for some time where the game visually locks up. This is not severe framerate drops or stuttering, but rather the game will completely visually freeze. I say “visually” because the game has not actually crashed or stalled or anything along those lines. The game is still running, I can perform actions and interact with things (the mouse cursor will change appropriately if I hover over something), and I am still connected to the servers, but all I can see is the frame in which the game decided to lock up on. Usually, it will flicker between that frame and what seems to be the next frame that would have occurred immediately after the point of lockup, but it never seems to unfreeze once it’s in that state despite how long I let it sit there. However, if I minimize the game (alt-tab to the desktop) and then maximize it again, the lockup will no longer be present and I can play the game normally.

In general, it does not occur frequently, but there has been “bad days” where it seems to occur more often. Currently, I have not found any way to reproduce this lockup as it appears to happen at random. In some cases, it may occur during intense gameplay action, in other cases it may occur when I’m simply moving through a sparsely populated area. It has even occurred when I was managing items in my bank and not doing much of anything at all. There does not appear to be any warning that it is happening (i.e. no framerate dips prior to the lockup occuring). When it happens, it simply happens.

What I have noticed is that the game will not do this if I crank the graphics settings down. I will often do this when I want to go zerging in WvW because playing on maximum settings in gigantic zerg fights can occasionally induce a crash. In generaly, I drop everything to minimum except I use native sampling, and character model limit and quality are on highest. However, when I keep the game on these lower settings (because I’m too lazy to put them back up), I never seem to encounter the lockup issue. The only time I’ve encountered it is when I have the graphical settings on maximum or near maximum (I’ll often turn reflections off and use native instead of supersampling).

My thought is that there’s one particular setting that is the problematic one, but so far I haven’t been able to isolate what that is. This is largely due to the fact that I cannot seem to deliberately reproduce the issue, and it just happens at random irrespective of what I’m currently doing in game. As far as I can tell, it’s not related to reflections or whether or not I’m using supersampling or not.

In general play on maximum settings I can maintain a consistent 50-60 FPS, so it doesn’t seem like my hardware is struggling in any sort of capacity to run the game. There does not appear to be elevated temperatures in the CPU (haven’t monitored the GPU for that yet), and the Windows resource monitor doesn’t indicate anything is being over-tasked (as far as I can tell anyways). I use the in-game settings tweaks highlighted in https://forum-en.gw2archive.eu/forum/support/support/PC-FPS-and-Performance-based-issues/first#post338300 as this provided better performance for me than some of the default settings.

I used to have an issue in the past where as similar lockup would occur due to the Nvidia driver crashing and then recovering, although it wouldn’t leave the game permanently frozen. However, this has not occurred for a long time as it stopped happening following a previous driver update.

So I guess I’m wondering if anyone might have any insights/suggestions in regards to the issue, or if they’ve been encountering a similar issue. I’ll keep trying to see if I can isolate which graphical setting might be causing the problem, but as I said it’s quite difficult due to the seemingly random nature of occurrence.

Thanks for your time.

Mesmer unique illusion icons instead of dots

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

Some indication of the health of the clone and phantasm would be nice too so you don’t lose and opportunity to shatter if the health is really low.

I don’t know if this is as relevant for mesmers as having your one of your clones at low health does not necessarily indicate the proper moment to use a shatter skill, but it’s definitely something that would be quite useful to necros or rangers (technically even engineers with their turrets).

For instance, if a necro’s blood fiend is low health, you might as well eat the thing instead of letting it die. Same thing with popping the bone minions. Rangers might as well try and use the active skills of spirits if it looks like they’re going to get killed, and engineers might want to pick up a damaged turret.

Although it could still be quite useful for mesmer, especially with certain kinds of illusions such as the defender. That is, it might be worth knowing when that thing is going down so you don’t over-commit to something thinking you have it’s protection.

I suppose changing the dots to represent the individual illusion types could be useful too, so you don’t accidentally do something silly like double summon a defender. Maybe keep the plain dots to indicate clones, whereas special icon dots could be used for phantasms.

Turret engi too strong

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

If there are multiple turret engis you might have to reroll.

So where are these 5-man turret engineer teams?

"The Floor is lava, don't step in it"

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

It definitely includes the small crater lava pits during the last fight.

Best just to avoid them altogether while trying for this achievement.

I thought I did – do they “count” while not lit too? If so I might just have to take drastic measures.

I’m pretty sure they don’t count if they’re not lit, but it’s best to just avoid them altogether. As I mentioned, there’s apparently a visual bug that can occur where the lava doesn’t show properly even though it’s there, but if you just make sure you stay away from all of them then that shouldn’t be an issue.

Turret engi too strong

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

sPvP is the only place where turret builds can actually do something remotely useful, and even then you’ll not have that much luck with them outside of casual games.

In the worst case, just ignore the turret engg, or try to bait out the supply crate and then come back later. There’s 3 nodes on the map, and they won’t be able to effectively defend more than one at a time.

I mean, bunker guardians and eles can be more or less just as immovable, but people don’t seem to complain as often because they don’t involve turrets.

Bugs and Imbalance of Scorpion Wire

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Posted by: Yamsandjams.3267

Yamsandjams.3267

The “reverse pull” occurs if an opponent is using a skill that reflects projectiles. For instance, if an engineer activates magnetic shield just before the scorpion wire hits them, it will “reflect” it and pull you instead. As such, I don’t believe that’s part of the bug.

As for the pull not pulling, that’s a bug with virtually all pull/push skills. The thought it that it’s somehow linked to some interaction with the terrain, whereby they “bump” into it or something and it stops the pull.

In some cases, it’s just a latency issue, as the opponent will actually be pulled, but the visual representation does not show the pull occurring properly. Then, once the opponent recovers from being pulled, they “blink” on your screen to the position they were actually at. This is also similar to when it looks like someone falls off a ledge, but then they magically appear back on the surface they fell off of.

As for the obstruction and out of range cases, those affect a lot of different projectile skills as well.

So it’s not a bug concerning scorpion wire itself, but just general bugs that affect system mechanics as a whole. They’ve been around for a long time, but I imagine the cause of the bugs is deeply rooted in the game engine and are thus not easily fixable. Hopefully we will see them properly fixed at some point though.

Elite Skill Slot Bug

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

When you buy certain editions of the game, you get the Mistfire Wolf elite with it, and so it’s automatically unlocked when you’re able to use your Elite utility slot. Buying those versions of the game are the only way to unlock that skill.

Yes, though your elite skill slot shouldn’t unlock until level 31, and he has it unlocked at level 21.

Did you play any PvP or WvW with that character? Maybe since your elite skill slot was unlocked in the PvP lobby, it somehow ended up causing this effect in the open world.

It would be difficult to reproduce without knowing what you were doing around the time the skill slot unlocked itself.

"The Floor is lava, don't step in it"

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I believe this also includes the tiny lava pits that litter the floor during the boss fight. They periodically fill with lava, so you have to be careful to avoid them as much as possible during the fight. There should be a special debuff that appears on you while you’re in the lava, although it might be hard to notice if you only momentarily touch it.

Sometimes the lava may not show due to a visual bug, so it’s best to just stay away from those little pits.

Other than that, I don’t know why it wouldn’t be awarding you with the achievement. I’m fairly certain the fire from the rolling boulders and hot floor mechanic during the boss fight do not affect the achievement.

The Emperor title

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

Yes, they do want you to shell out the cash for the armors instead of having purchased them via glory.

It’s unfortunate that they did not explicitly state this when they implemented it as such, but it’s fully intended to be that way.

In GW1 all classes could use any weapon

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I used a tactics shield on my E/W…

Don’t hate me plz.

Dragon Ball central powerup spawns?

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

I don’t know about the invisibility one, but I believe the damage buff comes at 27:20. Why it’s 27:20 and not 27:30, I dunno, but I made note of when it popped up one match, and it seemed to come up at 27:20 everytime, so I just used that to get the achievement easily.

I’m not sure if it spawns again later, the match is generally over a few mins later.

Dragon's Gaze achievement mistake

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

IMO, it should be in the realm of 10-20 interrupts, give the size of the other achievements. 100 is just too much for how the game works, and how clunky the abilities can be.

No Thanks, Dragonball Daily

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

It could be worse… like a win 5 keg brawl matches daily.

Why are all the elites horrible?

in Guardian

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’m still wishing for a 25% movement speed elite signet. Come on HoT. (:

If we get a movement signet as an elite it will be rage inducing…. We dont need more lackluster abilities.

They will probably implement a trait that gives +25% passive movespeed, but only when wielding a spear or trident. XD

I don't normally Turreteer, but when I do...

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Anything is “viable” if people don’t know how to fight against it.

However, I don’t think this build is trolly enough. It should use auto-tool installation instead of power shoes so that the turrets are even harder to kill (thumper turret solo holding a node, anyone?), and it should use acidic coating instead of blood injection because the blind on hit every 10 seconds fits a trolly spec more comfortably.

condi WvW gearing

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

I still use a carrion/rabid mix in my primary roaming build, although it’s not as mobile as other builds. It’s a might stacking build, and the investment in power from the carrion gear can provide overall higher DPS that way. However, rabid/dire mixes will probably be best for most conventional builds, especially if you only care about condi damage.

I don’t feel that you need your precision too high though. If you can maintain a crit chance around 25-30% pre-fury, that’s generally more than enough to get your incendiary powder to proc reliably, as well as picking up an extra bleed here and there. Of course, if you have more on-crit dependencies, it might be worthwhile to go a bit higher.

Rifle - Killshot video - WvW Roaming

in Warrior

Posted by: Yamsandjams.3267

Yamsandjams.3267

Nice video, as always. May I ask how do you fight e.g. condi thief? I fought condi, toughness and vitality one and it seems impossible for me. Any advices? Thanks in advance

Well, I’m not sure about the OP, but if you go up against a condi opponent, you can always slot in berserker stance instead of endure pain or signet of fury (don’t need the adrenaline from the signet as much if you can get it from the stance).

Of course, that only lasts so long, but it can save you from a perplexity condi bomb and force the opponent to kite and be defensive so as not to get destroyed by overwhelming ranged damage.

You could also perhaps take signet of stamina instead endure pain/signet of fury, as that gives you a nice full condi cleanse when you need it.

Both of these take foreknowledge of the opponent though. For the most part, I’ve found that going up against condition heavy opponents is just a losing matchup for these sorts of builds. You just have to try and kill them first.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Has this issue really been ignored for 2 years?

I don’t think it’s ignored… it’s probably a running office joke. For now, the possibility of a hobosackless existence is but a dream.

Fixes/Balancing Wishlist BEFORE HoT

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

lol

that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.

Check it and come back!

Ah I see! Thanks! The tooltip says 3500, but yea, the cleansing burst seems to be the still 2520 :/ Thanks for sharing, didn’t know this. You knever know everything heh.

Actually, it may be the case that the tooltip is the thing that is bugged, and it’s scaling even though the ability is not supposed to scale by design.

But who knows? Surely ANet does… right?

What do you mean ‘who knows?’ It’s easily tested. The results are:

The Healing Turret (stage 1 heal) scales with healing power, and the Cleansing Burst tooltip claims the same, but really cleansing burst has only ever healed anyone for 2520.

My apologies, I was attempting to be sarcastic.

I agree that it is simple to test, and it appears to be clearly bugged. But whether or not anyone on the developer end actually knows that or sees it that way is unknown, as we’ve seen with things like the scope fiasco way back when.

Though as you implied previously, it’s perhaps not worth fixing it at the moment until the other healing skills are given more use in the current meta.

Fixes/Balancing Wishlist BEFORE HoT

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

lol

that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.

Check it and come back!

Ah I see! Thanks! The tooltip says 3500, but yea, the cleansing burst seems to be the still 2520 :/ Thanks for sharing, didn’t know this. You knever know everything heh.

Actually, it may be the case that the tooltip is the thing that is bugged, and it’s scaling even though the ability is not supposed to scale by design.

But who knows? Surely ANet does… right?

A couple WvW builds

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Yeah, I would stay away from elixir infused bombs in the healing build and swap the bomb kit for tool kit. The defence you get from the gear shield can be invaluable during large group fights, and the pull can be useful in quite a number of ways. Plus, it can be rather unreliable to heal people with bombs in large scale combat because people will generally be moving around a lot, and any healing bursts are facilitated by eles or guardians.

It also might be useful to take on the shield instead since it gives you a blast finisher to use in your healing turret, although that would obviously result in lower damage overall.

I have a condi-based healing build I use for similar purposes: http://gw2skills.net/editor/?fdEQJAqelUUpvrlcxdLseRSdBNqoE6QMiBCqAIyEuQA-TxRDABH/gA0S5HU7PsieCdU/BgTIggKBJFgTrBA-e

Back in the day, the case was that incendiary powder fit nicely into this build, so it was a burning/healing hybrid with dual pistols, and it actually had somewhat decent damage. After that trait was moved to the master tier, however, the build was crippled beyond repair, so I ended up converting it into this high healing power thing.

The damage is quite low, but it is pretty effective at healing itself and others. As I mentioned, the nice thing about using the shield is the quick access to a blast finisher, as well as being able to keep rangers off your butt quite well. But a power spec with the rifle will definitely bring more assets as far as offence is concerned.

One tip I will mention in case you aren’t doing this: I find trying to combo your F1 with rocket boots to be a fairly efficient use of the ability. I see a lot of people just popping the F1 to tickle themselves with a bit of regen, and they completely miss out on the extra blast finisher they could get. So if you get snagged and need to use your boots, I’d suggest getting in the habit of using your F1 and then boots immediately after. This causes only a short delay, and gives you a healing burst that you would otherwise miss out on. Since the two have similar cooldowns (especially if you invest points in the tools line), you can pretty much guarantee to have your F1 ready when your boots are off cooldown, so I feel it’s just a good habit to get used to comboing F1 with your boots.

As far as things with sinister go… You could possibly use a PvP build, but modify it to use sinister instead of celestial (i.e. http://gw2skills.net/editor/?fdAQFAUlUUpErlcxdLseNCbBNqxI6NWlO+5DEgkC-TJRHwAFeAAc2fAwFA4YZAA but with sinister gear). If you didn’t want to use grenades, you could always take 2 points out of explosives, dump them in firearms for hair trigger or in inventions for cloaking device/protective shield, and then swap shrapnel for empowering adrenaline (I usually use empowering adrenaline anyways). The problem I have with sinister is that a condition engineer is just not that dependent on precision, particularly since things like grenades will hit multiple times and fury is fairly accessible. You still want some precision, but I don’t think it’s worth stocking up on a lot of precision in exchange for vitality or toughness. So you might try using only part sinister (i.e. sinister trinkets, but then maybe celestial/carrion/rabid/dire for the other stuff).

Rifle - Killshot video - WvW Roaming

in Warrior

Posted by: Yamsandjams.3267

Yamsandjams.3267

I find these sorts of builds to be more effective in a team environment because you can rely on them to lock the enemy down, as well as use them to protect yourself. Or they’re sometimes just as effective during keep/tower battles since there’s a lot going on during those. There’s a lot of ways to counter them (i.e. a dodge, smart use of dodge/reflect, a single condi bomb, instagib burst builds, &c), but they’re still fun to play.

I did like the use of signet of might on the guardian duel though. I remember a kill shot warrior used that on my engg when I pulled out the gear shield, and it was completely unexpected. That utility sees rare use, but it probably has the most significant effect in a killshot build.

Also that level up, kitten . I wish they would remove that crap happening in WvW… I mean, I guess it’s not as annoying when you’re not on the receiving end of it, but it’s just so unnecessary. At least they didn’t get launched off a cliff from the knockback that can occur, I’ve seen that happen once or twice.

I’ve used a variation that goes 30 into arms instead of strength, but I think it’s a worse build overall. The cast time reduction on the kill shot makes quickness and lock-down skills a less necessary.

(edited by Yamsandjams.3267)

DB Achievements - These are some good ones.

in Guild Wars 2 Discussion

Posted by: Yamsandjams.3267

Yamsandjams.3267

Yeah, the dragon’s gaze is just not a practical achievement. The other ones are either simple enough or just take enough time to do, but 100 interrupts is just too much.

Compare it to something like getting the stealth orbs. 5 stealth orbs is a relatively easy task to accomplish, and it can be done inside of a few matches (which I did).

However, the interrupts take a lot more work, and the way the skill works makes it more difficult than it needs to be. With only 300 rage and a clunky, slow startup, it’s not the easiest thing to land on people, and it’s fairly simple for them to either move out of range, or the thing just whiffs. It also has a tendency not to hit them if they’re on a lower elevation than you.

Since this is a “seasonal” activity, it’s understandable that the achievement goals are much smaller, but I don’t really think that one fits the bill.

But hey, it’s nowhere near on the level of something like keg assists or WvW dolyaks escorted, so I suppose that’s worth commending… I guess. It’s not like anyone will be missing out on anything special if they don’t do it anyways.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

I think they will be keeping them in the game for the future hobo specialization that engineers will get, but I would prefer they just get the boot.

Plains of Ashford Loading Forever

in Bugs: Game, Forum, Website

Posted by: Yamsandjams.3267

Yamsandjams.3267

I had this problem with Lion’s Arch the other day, but it managed to work itself out after two attempts that encountered an infinite loading screen.

One character was parked there who had that issue, and the other character moved from the HotM lobby to Lion’s Arch. However, they both evenutally managed to load in there just fine.

Not really sure what the deal was there.

Permeating Wrath and Supreme justice?

in Guardian

Posted by: Yamsandjams.3267

Yamsandjams.3267

I’ve used those two traits in a medi variant, al a: http://gw2skills.net/editor/?fVAQNAsfRnkIS5QWNEeDB/QmIeoyOFbxZsqA46fIIyBA-TlSBwA003wVJBjHEgZlgROlCXVm1Vpwt9HGq+DgjQApAiYZE-w

Doesn’t necessarily have to be full glass, but that’s just how I like playing it. Not having traveller runes makes it very slow though. And yes, I know litany of wrath is garbage, but it’s supposed to be a gimmick build that uses all meditations.

In any case, permeating wrath helps ensure that a cluster of enemies pull in with your greatsword will all be burning, thus getting the damage bonus from the flame legion runes and the fiery wrath trait. If you pop VoJ, the torch can be used to give the AoE burning needed for big damage on a GS burst (though usually I like throwing it at people).

The unfortunate part is that the heavy investment in both virtues and honour leave no points for radiance, and having 4 trait points in the radiance line would be so very good for this build with the VoJ enhancements. But there’s just not enough to go around.

So I feel like the garden variety of medi build is much much better than the piece of poopy I made above, but it had some potential, at least. Maybe if I somehow worked it into a hybrid build it’d be better.

Though if you’re just doing PvE, a lot of stuff will work just fine there, it just might not be optimal (i.e. clearing dungeons as fast as possible).