ride the lightning, shock aura, updraft are all good.
Vapor blade (range is the longest of the auto attacks, so it gets more use than youd think) the 2 heals, frost aura and the freeze are all prettykittengood
Of course, I run a build thats focused around stance dance revolution, so switching to water usually means popping off every skill then switching out, likewise for air. But that’s not to say they’re not useful.
This is in both normal PvE and Dungeons.
Speaking as someone on fort aspenwood. I honestly think we’re out of our bracket right now. Both janthir and sorrows dominated us last time we fought them.
I think the overall mentality right now is “Play the best we can, and if we lose, oh well, we knew our chances werent good, better bracket next week”
EDIT:
that being said,kittenfine job so far fellow FA WvWvW’ers
have you also been doing your dailies?
Im not exactly sure, but I believe doing each of the 13 portions of the daily gives you 10%.
So you should be getting a level a day just by finishing it up. I know I like to switch to an alt to do it. I’m currently 23 on one of my alts, and ive done a grand total 3 renown hearts, and only 100%’d 2 towns (LA and the Grove)
@ joe. You are correct. Priory members can actually speak with him in the priory. He’s in gixx’s office. Whether you can get in there before finishing the personal story I dont know, but its when I stumbled onto it.
dont know about the second.
The first is worn by pirate NPC’s (there’s one in Lions arch with it on)
I assume its probably mystic forge shenanigans. But that’s a place to start.
Do an explorable dungeon
end reward: 177k exp
you’ll have the monthly instantly.
Because of the karma and diminishing returns you probably wont see them for a short while.
But rest assured, as soon as one is made you know that person is gonna be showing it off in LA, and we’ll all know about it.
I’ve reported this ingame, as have my friends, and it’s been about 2-3weeks now with no fix, so I thought i’d make a thread here too.
The Sorrows embrace light armor has 2 glaring issues
1. The mantle is unwearable. It’s listed as medium when it quite clearly should be light (as there is already a medium version) It also has the wrong naming convention compared to the other 5 pieces
2. The prices are incorrect. Right now the chestpiece, which for every other dungeon set costs 330 tokens only costs 180 tokens. Making it far easier to acquire than it should be. The pants, boots and gloves also have incorrect token requirements. (Pants is too low, gloves and boots is too high)
Hope to see both of these fixed sometime soon.
I’m not sure if they’ve “fixed” it or not, but I was getting 177K xp from doing CM story mode with guildies the other night.
One shotted the itsy bisty tiny kitty out of that achievement.
you get 177k exp on first run of the day explorables too. Which means the achievement is easily done by just doing 1 dungeon run per month.
elementalist or ranger imo.
Ele has the elite earth elemental, tons of passive move speeds, and in D/D you also get ride the lightning.
When it comes to mining the nodes or whatever, you can pop arcane shield to block attacks, or mist form to be invulnerable while doing it.
I can also remove 2 conditions every 10 seconds with water attune, and could run a signet of water for 3 conditions per 10, making it very hard to keep an ele crippled.
Rangers get their pets to help tank, some passive run boosts, and lightning reflexes which gives vigor. Also shortbow ranger has a move that gives swiftness if you hit something behind you with it (you can fire it while running from something, and the arrow will shoot behind you to hit them)
Uh well, to try and explain it you’ll need to understand downscaling and upscaling.
Basically each class has a set number of attributes at 80. These are what change when you are downscaled and upscaled. When you are downscaled it lowers these attributes to the number that you would have at that level. Likewise for upscaling.
However gear is not effected by this. Which means that levels 80’s with level 80 gear have more overall stats than level 20’s in level 20 gear. This is why upscaled players, despite wearing the best gear for their level, still feel as though they do way less damage. This is the edge you get for being 80.
In Spvp not only are you upscaled, but you also can create max damage/armor gear for free. This means a level 2 player and a level 80 player are on exactly equal footing gearwise in Spvp
TL;DR
In WvWvW level 80’s have a stat advantage
in SPvP level 80’s have no advantage
I was on the FA borderlands when isle lost one of their orbs.
I saw a few crossed swords at the FA garrison (currently owned by isle) not sure if thats where they had the orb. But I recall pressing B, seeing SoS had an orb, only to find that they had the orb from our borderlands, which meant they had to have taken it from one of the two keeps that were still green, without ever taking the keep.
Went to check the keeps, and found both of them had fully intact gates and walls :\ (at least, all the sides I checked)
I looked at the steam dagger, but im not sure it’s that fitting.
I’ll pick up a few cheap ones to have another look though. Thanks for the suggestion.
Is staff really that good for the first boss?
TBH Id carry a D/D or S/D for the first boss. He’s much much much easier to fight if you stand ontop of him, which is really what D/D is all about.
did this with guildies last night. Have they lowered boss hp and upped damage? Admittedly 3 of our players were new, but nokk and tazza both seemed to have way less hp than I remember, while also actually downing some of our party (beyond tazza’s red circles, which never touched anyone)
As for the grenadiers, I find that you should wait near the waypoint to fight them. There’s A. more room, and B. if someone dies, they can come back into the fight right away, with several seconds of immortality. We downed the first barrier between the 3rd and 4rth patrols. And we killed the trash near the boss between 5 and 6. Then came back for the boss at the end of the 7th patrol.
It’s a little frustrating, and it really only serves to add about another 15-25 minutes of trash clearing to the dungeon. If I wanted that i’d just run military path, which has the (arguably) more fun boss fights.
WvW Honorbadges can be traded in for exotic lvl 80 jewelry with power tougness vitaly.
This. The invader gear in WvWvW has these stats.
You can also use karma to get similar, but slightly worse versions (basically, masterwork versions rather than exotic)
So im getting close to having my perfect cosmetic setup. The only thing missing are 2 daggers that fit with my overall schema.
Right now im running a sort of “industrial” theme (lots of sorrows embrace gear)
I went looking at the pvp locker, only to be horribly dismayed, almost none of the gear fit the theme I wanted.
however, there was a specific skin type called “gear” which could be found on nearly all weapons EXCEPT dagger. This skin type is absolutely perfect for what theme I wanted. But the PvP locker doesnt seem to have it in dagger, and the trade post has 0 sellers (for any of the gear skin types actually)
To wit I have 3 questions
1. has anyone found any of these gear weapons? (additionally, has anyone found a gear dagger? [it may simply not be in the pvp locker due to being skipped over on accident] )
2. If the dagger doesnt exist, is there some way I could petition to get one made? ;p (It just seems strange that every weapon type besides dagger would have a “gear” skin and dagger doesnt)
3. assuming 1 and 2 arent possible, does anyone have any suggestions on dagger skins that they think would look good?
If you’re looking for what im talking about, check the pvp locker and look at the “gear cudgel” under maces. Thats the sort of look I want in a dagger.
EDIT: duh, I can just link to the GW2DB page
http://www.gw2db.com/items/53718-gear-cudgel
Dont pop commander outside of WvWvW.
And if they’re inside WvWvW then just ignore them. Bads gonna be bads.
Not easy to master and gives satisfaction?
Elementalist.
@ rolo
I play double dagger
I can proc 3 fire field + burst combo’s by myself in ~8 seconds.I’ve also never had a problem surviving to proc my combo’s, even in explorables.
@ sjarch, yeah, necromancer dark fields are great. Blindness is just so nice for those shenanigan 1 shots. But ive found that giving 9-12 stacks of might to 5 people really speeds up the trash clearing, which is IMO the worst part of the dungeon.
Also When wielding the staff we also get the poison AoE field, great for putting weakness up on an entire group of mobs. With my spec being focused for Healing/toughness and the Vitality and Power, I can actually tank mobs relatively well since necros do share the highest base health in the game with warriors. All of the ways I can constantly mitigate damage by hampering the foes ability to dish it out, and keep a practically 100% uptime of some form of gaining health while doing it a good necro can bring a lot to the table in terms of overall group success.
Ive never really found tanking trash mobs to be a concern (outside of a select few shenanigan types. cough grenadiers and gunners cough
It’s always just been how slowly they die, and how draining that is for a party, so I try and maximize DPS partywide without going full suicidal mode.
I dunno what to say then. I was literally getting 1-2 shot by risen and 1 shot by mazdak and I was still able to do it just fine.
One thing to note, if you leap off the edge of the cliff behind mazdak (I assume he spawns next to greywinds grave in the other paths) it will teleport you back to the entrance of the graveyard. You can use this to get away from monsters/dodge attacks. I know I used it about 3 times to re-distribute aggro off of myself.
I literally just beat this at level 21 with my ranger.
I… I dont really know how you can have an issue with it.
Oh wait, vigil? I chose whispers, and the 3 helpers (cai, caithe and trahearne) can pretty much straight solo mazdak by themselves.
As for fighting, have you tried kiting? Move around in a circle mashing the heck out of your 2 button. The lightning zap move has a longer range than you’re giving it credit for. Literally EVERY attack I did was a glancing blow (50% less damage) and it was still more than enough to allow me to fight 3 risen at once and win.
@ brewbeer
Kudu fight in CoE story mode.
20k killshot.
He’s a tiny asura. Literally obscured from view by my party members, and his telegraph assuming he even has one (no one in our party saw it) is less than a second.
Youve also got the thief in CM explorable who stealth backstabs. Of course because she stealths her only telegraph is literally “I am invisible now, so you better have the best estimation of how long it takes me to get behind whoever ive decided to bone up the protein chute”
in something like SE you have bosses like the destroyer of worlds, who, admittedly wasnt hard, but his telegraph for vacuuming you in is either instant, or so short the odds of you seeing it before you’re ontop of him are slim to none (especially seeing as most of the fight takes place actively avoiding his adds by climbing on the rubble)
Youve also got bosses whose auto attacks alone are simply slaughter. I know I helped a PuG do TA story today. Eir has a move that mimics the ranger shortbow attack that fires 5 arrows (spreadshot I believe it was called?) The animation for this is the exact same animation as firing a normal auto attack. With the difference being that this one will do 8k+ damage to you and anyone in a cone pattern nearby. Again, still a doable fight by ensuring that she never hits more than one person ever with it. But the telegraph is non-existant.
There are plenty of bosses throughout both story and explorable modes that dont have engaging fights. They’re simply dodge and spanks. There are also bosses that have moves which are not telegraphed very well at all. I’ve sunk about 1000 hours into monster hunter, a game where you fight giant things for 30 minutes and if you slip up once then you just lost 1 of 3 lives. I know the difference between well telegraphed attacks and total shenanigans. And quite a few bosses fall into the latter category ;p
I just hate it because
1. the pants are literally the only decent light pants the charr have
2. the boots are the only decent light boots the charr have
3. I really like having the molten arms to match the tail
Which means 3/6 of my set pieces for my charr pretty much have to be CoF. If only Anet could make it so my tail didnt clip with 48/50 of the pant choices I have ;__;
@ rolo
I play double dagger
I can proc 3 fire field + burst combo’s by myself in ~8 seconds.
I’ve also never had a problem surviving to proc my combo’s, even in explorables.
@ sjarch, yeah, necromancer dark fields are great. Blindness is just so nice for those shenanigan 1 shots. But ive found that giving 9-12 stacks of might to 5 people really speeds up the trash clearing, which is IMO the worst part of the dungeon.
Ive had this happen before. As near as I can tell it’s when the krait use their grapple move. Some interaction with it decides to launch you super high into the air.
I actually was able to land on top of some wreckage for a free easy vista completion using it. But then I wasnt able to duplicate it again.
1. open your hero tab and select pvp
2. go to heart of the mists
3. run into the portal directly in front to the left
you are now in lions arch
4. From LA you can go to Hoelbrak (norn) black citadel (charr) the grove (sylvari) divinities reach (human) and rata sum (asura)
If you are a member of the order of whispers and have reached fort trinity you can also head south from LA, through bloodtide into DE cave and then use that asura portal to reach fort trinity in straits of devastation.
(while the other orders can do this, their run time is quite long, needing to cross gendarran, and lornars)
In divinities reach you can use a portal to take you to ebonhawk.
Using these portals you can cut down the travel cost to ~2silver regardless of location, besides perhaps frostgorge sound, which is pretty darn far from everything.
This happened to us on aspenwood too. We’d take the SF keep only to find the orb gone and them with the buff.
Oddly enough, the altar at the top seemed to indicate the orb was there, and approaching it gave you the steal interaction, but it wasnt doable.
elementalist ride the lightning has given me so many amazing shortcuts.
I’ve found 2 shortcuts it can be used on in Obby sanctum, one of which skips several jumps that players like to camp.
Also there’s the dark room shortcut that swiftness enables.
Oh and ride the lightning can be used to reach the bottom key part of the other sanctums right after reaching the top key half.
they stack.
This is most evident with the runes of divinity, in which every rank is +10 to all stats. If it didnt stack, then having 6 would give the same benefit as having one, which would be useless.
Saw a charr necro's claws and tail are on fire just like those flame shamans, how to do that
in Charr
Posted by: Zenyatoo.4059
the molten tail and arms effect are from the citadel of flames exotic armor.
Man that is lame. As someone on fort aspenwood im sorry you have to deal with people who exploit like this from our server :\
im pretty sure theres only 1 in the command core
the 2 you’re talking about sound the like ash legion and blood legion tribune rooms. Each of which are their own seperate instances on the mid level of the big circle area.
As for damage, elementalists and warriors stand out.
Playing an elementalist, I can say that I’ve observed warrior’s damage consistently higher than my own and without the waifyness.
I honestly can’t find anything the elementalist does that the other classes do better.
General PvE is far too /faceroll to give any indication how your character will perform in dungeons. That “play as you want” crap doesn’t apply to dungeons.
elementalist can lay down and proc combo fields better than any other class. At least fire ones for sure (which imo are the most useful, because 3 stacks of might is gooood)
Dunno if it’s Redstaff, but I think that’s the ghost tied to touching the seven odd and perfectly similar stones in order.
that’s just a veteran ghost.
I also had several problems with the stones resetting even though I was totally in the right order…
for those curious
rising sun is the far east stone.
The pagan is melandru
the oldest law is gravity (the dwyana statue used to be composed of floating rocks)
splitting down the middle is the staircase near melandru, as it cuts into the middle of the area
ascending and descending are the stairs to the west
the pillars one is the stone between 4 pillars
and the final stone is to the north by the crumbled pillar
Not sure if theres some kind of time limit to this, because even doing it correctly, I had to restart about 4 times before it worked.
What I think is real disappointment is not a quantity, but difficulty. During The Shatterer, you just have to stand under his belly and spam autoattack. During Tequatl everyone ingnore spawns which destroy turrents, because they are too much powerful and fight dragon and big fat spawns instead. I did not try Claw of Jormag, but I guess it will be easy too. The only hard boss is fire elemental which is weird, because it is just for lvl 15.
jormag is… kind of easy.
The fight is set up to have decent and reasonable mechanics, but falls flat on its face.
First he throws up an ice wall inside an area that damages people who go into it, such as melee players, and rains down ice elementals near the npcs shooting the wall. Obviously melee characters are meant to defend, while ranged players attack. Instead melee players kind of just bum rush the wall and hope they dont die.
Then you whack at his toenail for a bit and he flies off to get shot down and start over.
Then he moves into phase two. In phase two you are meant to protect bomb golems that will stun him, removing the damaging ice so that you can whack his toenail. However defending the golems is absolutely shenanigans due to the fact that the ice effect hurts them and you, so you’ll need to be constantly healing both them and you, and youll probably still die anyway. Also ice crystals can and do spawn literally ontop of them, 1 shotting them. Oh and if the claw decides now would be a good time for it, he can 1 shot the golems by treading on them, or just fear away players who are trying to keep the golems up. While all this happens, several veterans and champions spawn on ledges to the sides and back of the area, so you also have to fight them to help defend the golems.
So instead everyone just stands on a nearby ledge and shoots him to death because its a million times easier for everyone.
Its worse if you arent a sylvari. Because then you’re confused on who these 2 chicks are and what they’re suddenly doing in your story.
There is quite a lot of “Who are you exactly?” during the final few missions. Made worse by the fact that Anet has some kind of insistence around introducing characters to me, only to literally kill them off in the exact same story quest that I met them. Oftentimes in completely meaningless gestures (There’s a lich that I took exactly 4 seconds in dropping to 50% hp, at which point one NPC yells “ITS TOO POWERFUL” and promptly dies" another NPC cries about it, the cutscene ends, and I spent another 4 seconds finishing off the lich, and all I could think was “really? Really guys? The lich who took 8 seconds to kill was too powerful? kitten plot armor”)
Did you fight the boss there? I dont know what spawns him, but a very angry redstaff shows up sometimes.
Me and a friend tried it several times during our first dungeon experience, as we thought it would come in handy. After finding it not working about 3/5 times we eventually just gave up on it.
I have no idea why it doesnt work, but it will just decide never to rez your target, let alone activate the secondary portions of the spell.
Blasted moors. That’s the one in Diessa plateau right?
If im recalling correctly, it’s not in the tower at all. There’s a well nearby, drop down into it.
As for the shatterer, I believe this is a concern with most world bosses of that degree having specific target points (the red reticle things that appear on their faces and knees and the like) but I could be horribly wrong.
AS for targeting small things, my only concern is the complete inability to target anything behind your character, even pressing C (which I bound to target closest enemy) it will straight refuse to target the thing behind me. Which is annoying, as several skills are designed to push you away from your target, but if you dont have one they just fling you backwards. Meaning a skill that should enable me to escape better, forces me to turn 180 degrees, then target, then use the skill, then turn 180 degrees again and keep moving.
Did it on my ele at 47.
Dont know what to tell you really besides try and keep your distance. Warriors can use bows right? Try that. Also you can lure her up to the ramp near the entrance to the cave system, so if/when you die, you can (hopefully) get back to her before she fully resets.
also make sure to stay far away from the destroyer crabs. I have no clue what is up with those dudes, but their tiny TINY mandibles have a range/hitbox longer than the crab itself…
I feel the same way.
I also like how I can get “Obstructed” while about 10ft from my target, on flat glass. With no object higher than ankle level for a mile around.
Daily quest requiring kill variety is the only reason I ever feel like going back to 100% lower level zones ;__;
Why does everyone use 70+ as the catchall?
Ive gotten an ecto from a 68 before. I didnt take an SS because I always assumed it was lower than that as the cut off. Then I find people saying only 70+ items can have them.
I am here to detract my comments, on friday night it was all tight, but over this morning my fellow FA-anites have appeared dropped the ball.
Welcome to FA day crews compared to FA night crews.
You get this with the priory weapons too. All of them have this neat greenish glass covering that isnt shown at all.
Having 400 in something can be helpful.
I know im specifically getting 400 jeweler, because I have the mats I need to make the level 80 exotic accessories already simply from playing the game. And thus I dont need to blow 3g+ per accessory, or try and find a trustworthy 400 jeweler to make it for me
Ive been told that you have a 10% chance to get 10 clovers with that recipe. Which means you need 800 of each of the materials used for the recipe if you are statistically average.
so,
800 obsidian shard = 1680000 karma
1 Mystic coin = 14g 72s
1 Ecto = 168g 80s
1 crystal = 480 skill points