Well, agony does % damage per second not absolute HP damage, so a low HP eng with lots of +healing should be able to keep up with agony easily. I can see a high HP/low healing engie being able to survive a couple of the agony attacks but that’s only because the agony effect is attached onto one of the bosses normal attacks (which does absolute HP damage). But it makes healing harder keeping HP up since there is more HP to heal in the first place.
Where you really pay though is on things like mobs (especially ranging types), dredge powersuit bombs, and attacks (like AoEs) which may or may not be evaded depending on the player’s dodging/kiting skill.
lava elementals > bubble > revive teamates
imo
Depends on whether or not you’re willing to risk him healing (and gaining 25% HP) and dragging out the fight, or risk extra teammates going down due to damage from the adds.
In my experience though, as long as you knock his bubble down, and take down the lava eles then you have plenty of time to revive teammates, since it’s not too crazily hard for someone to kite him while the other revives. Sure you need a good amount of burst healing to keep up with the temporary amount of high incoming damage from the lava eles, but its perfectly survivable if you can knock his bubble out quickly.
One alternative strategy might be for a party member or 2 to use all of their rapid burst attacks to knock down his bubble charges then switch to culling out the lava eles, while a teammate or two continues to attack him and knock his bubble out before he heals. This would mean that your guys dont spend a long amount of time slowly plinking away at his bubble while getting assaulted by all the lava eles. However all rapid fire attacks should go to the shaman while he is bubbled.
I’m also a grenadier, with about 2000 power and 21k HP. A great deal of my power comes from runes (mad king set, but only because I had some mad king pieces from the halloween event).
I do decent damage with nades and am good to have on a fractal run, but only because
- Power isnt my only spec, I also have some extra vit, tough and healing due to armor and accessories.
- Nades arent all I do, I use an elixir gun as a secondary weapon — dropping super elixir where necessary to generate AoE heals and help out the survivability of the group a bit more.
- Elixir traits like condition removal are good to have at times. I have the healing elixir as my heal trait and can use F1 to throw down an elixir that removes a condition from myself and allies.
- I have the alchemy trait that causes me to use Elixir S (shrinking) elixir on critical HP. This helps my survivability GREATLY when i’m getting mobbed. The 3 seconds of invincibility allows me to gain some distance at a critical moment and often use a heal to prevent becoming a liability to the team (or if my heals are recharging, it helps me to die away from a mob).
- I’ve learned to kite and nade by turning off camera auto rotate and nading on the run.
I probably don’t have as much absolute attack power as you do, but still have a good amount of AoE power. As a result of diversifying a bit (while still having most of my stuff be +power), I can take some hits and sometimes be one of the last one standing when the party starts going down.
Oh, I misunderstood. So that’s something you want ANet to implement only if the ‘cant rejoin fractals after d/c’ bug is not fixed.
It makes sense. However by personal experience, I haven’t ever gotten kicked from a party for what I believe is an unfair reason. I can see how it can happen and be used to grief people and believe that if it really is a problem then steps should be taken to mitigate it — but only if they do not interfere with the ‘normal’ situations, like people getting kicked due to ragequitting or d/c’ing for an excessively long time.
If that were to happen then it would be a case of the cure being worse than the illness.
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Reason is I sometimes like to send my party various foods (MF, attack or survivability foods) but find I can’t send them out to more than 2 party members without having my mailing privileges suppressed.
This is for most people the hardest boss to fight in the fractals. So here is what I learned about how to fight him.
Pre-Battle
- The most foolproof way to jump the final gap (so as not to fall into the lava) is to run along the metal track in addition to jumping. That way if you mess up you wont fall into the lava and have to go into the ‘danger zone’
- If you fall into the lava on the final jump, then run around in circles on the land part so as not to take any damage from standing still. No need to aggro the boss or force your team into a confrontation before they are ready
Standard Battle Tactics
- Always move when possible. If you’re still, you take extra burning damage. Its even okay to back up and run forward in relatively the same area as long as your character keeps moving.
- One person will always have the Fire Shaman’s aggro. This person will be susceptible to fireball attacks that cause burning, and agony (on Lvl.10+). These attacks can be dodged more easily if you are further from the shaman when he uses them.
- Projectile reflection will protect against the Shaman’s fireball attack as well as the projectiles that Lava Elementals shoot.
Beating the bubble
- When the shaman bubbles up. He will gain a ‘bubble’ buff with a certain amount of charges (30 I think). During this time, the shaman should be your primary target, every hit will remove a charge you should use as many rapid-attacks as possible to quickly drain the charges on his bubble. Do not fight the lava elementals until his bubble is broken.
- The shaman, while bubbled will slowly move towards the nearest captive. If he gets close enough before the bubble is destroyed he will kill the captive and thus heal himself.
- To give yourself time to kill him before he reaches a captive, make sure you spend most of the battle kiting him towards the center of the combat area. If he is close to the edges (where the captive are) when he does bubble, then you may not be able to remove his bubble quickly enough to prevent him from healing.
Lava Elementals
- Remember to do things in this order when these guys appear: Focus on the Shaman’s bubble -> Then Kill all the Lava Elementals -> THEN revive defeated teammates.
Reviving Defeated Teammates
- One person will always draw the aggro of the boss, and he loves dropping lava fonts on whoever has the aggro. If you have the aggro, then stay away from defeated party members and the people reviving them.
- Whoever doesnt have the aggro, go revive. If possible, drop an AoE heal or regenerate on whoever is reviving to help mitigate the ‘standing’ still damage that the teammate might take while reviving.
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I do think voice chat would be good for the following, and ONLY following situations.
(1) Party voice chat. For dungeons and stuff. No need to have Skype, Ventrilo, Teamspeak, and Mumble all installed and set up for the server that the party just happens to be using.
(2) Local voice chat. To add an ambient, conversation style dialogue to the game. Might not work out so well against trolls/spammers but it would be worth testing. Make it so that this option can be disabled if spamming or trolling ever becomes a problem. Also make it so that any player who is transmitting sound has a speaker icon above their player’s heads so you can easily tell the sound source.
(3) WvW squad voice chat with commanders having channel priority. Seperate option to locally disable team and (if team voice is disabled) to disable commander’s voice as well. Doing so would disable the ability to transmit to muted targets.
(4) Ability for a squad leader to /globalmute anyone on his squad who is transmitting offensive messages, too much background noise, etc
(4) NOT map or WvW team voice chats plz since 50 people in a map can lead to a lot of people transmitting background noise, echoes, etc
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You can ‘snipe’ without a scope if you used iron sights and could account for drag and wind. There are plenty of rifles used in wars that were great for long range shots but didnt typically come equipped with scopes, the M1 Garand for example.
I do think that for a sniper class to ‘feel’ realistic, the rifles could use charge times (1 to 3 seconds) for aiming most attacks, but also feature higher damage so that their DPS doesnt drop too much.
Crappy elixir gun DPS is the reason I use it as a secondary kit. I’ve heard that the weakness/fumble effects that the primary attack applies is useful for reducing the attack power of single targets (e.g. bosses), but I think its rather impractical for large groups unless you’re specced for Condition Damage (and probably even impractical then).
As a grenadier who also wants to provide some support for my party I have elixir gun equipped as my secondary and use it for the following means:
(1) When my primary kit is recharging, swap to elixir gun.
(2) Drop a Super Elixir field in the following situations (teammate low on HP and struggling to keep up with self-heals, teammate downed and I cant revive due to having aggro, party bunching up and fighting from one static position, etc)
(3) Fumigate when party afflicted with multiple status ailments or to add status ailments to the enemy
(4) Attacks 1, 2, and 4 against bosses mainly
(5) Swap back to main kit and continue DPSing
+1 to the idea in the post before this one, being able to attach sigils to kits would be very nice to have!
Another idea is this:
Hitting the ~ key while using your normal weapons would switch back to your last used kit
You might be able to make a case for the Engineer if it wasn’t for the fact the rifle sucks too much to be used outside of vistas and jumping puzzles
I disagree. I run a setup focused on grenadier (power), then firearms (crit) then elixirs (heals/vit) and while my primary kits are nades (for offense) and elixir gun (for aoe heals), the rifle makes a good tertiary weapon when running with glass cannons and fighting powerful foes (like Knights) that need to be net shotted or pushed away using overcharged shot.
Yes, vanilla rifle is not going to compete with nades on static target DPS, but its ability to stop and disrupt melee’ers comes in handy when your team otherwise lacks good tanks or other CC. Net shot is awesome for the Dredge fractal boss too.
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Overall it depends on your gear and skills. When I first got to Orr, the mobs would thrash me badly, I would try to run through enemies to get to a destination and they would freeze me, cripple me, pull me and burn me. Usually by the time things got desperate I would be fighting 4 guys on 50% HP and usually get ganked.
However once your gear improves and you get better at fighting the mobs, then engies can beast through the mobs with nades and such. I can sometimes fight 4 risen without having to call in supply drop or going into downed (and if I do go into downed, I usually have them on low enough HP that I can quickly rally)
If you’re worried about having problems looting unlootable jade collossi (due to full inventory), then simply dump parts of your inventory prior to the encounter.
- Salvage a few blues (if they’re levl 80 then its a chance for ori or ancient wood), salvage salvage items, deposit collectables, throw away garbage (e.g. globs of globby goop).
You usually have time to do this when your mates are hitting the first two tentacles and before the transition. In fact it’s a good idea to do this anyways because you’ll usually want all the loot from the boss chest anyways.
Guildchat option in my opimion is both more intrusive and ineffective, because one easily learns to filter such agressive notification spam.
It could be an option to select between the two or we could have them oth t the same time.
Because as we all know, everyone in a guild is always on at exactly the same time, and unlikely to miss guild chat messages.
Yes, but WHERE ARE THE TANKS ?
I think it would be nice as a cross-class with emphasis on single-target DPS and healing (as opposed to tanking and healing like the guard). A light armored martial arts class which excels at short range combat and has enhanced healing and stamina recovery capabilities to make up for its squishiness. It could use the following weapons:
Staff
Polearms (Spear, Naginata)
Knuckle weapons
Throwing weapons
Defiance is needed to keep some bosses challenging. If you 30 man the risen priest of Balthazar for example, or any other melee type boss then all it takes is 10 of those party guys to keep dropping stuns and immobilizes on the boss and he is perma-locked for most of the battle. Stuns and immobilizes are an often-effective alternative to kiting, I dont think they should replace kiting in situations where that game mechanic would be needed to keep the encounter fun and challenging.
I think guild management could be improved by a ‘time representing’ column in the roster in addition to ‘Last online’. It counts up the longer the player is online and representing the guild. This way it would be easy to determine which members are no longer active and/or representing the guild enough and one can determine which members need to be culled out in order to make way for more who may possibly be more active with the guild.
Alternatively:
Knee Shot: Inflicts vulnerability and cripple on the target (10s), 2 second charge time.
The sniper’s retreat ability wouldnt need damage, but should grant swiftness in addition to invisibility and be renamed ‘displace’ or something. It would act similar to an engineer’s ‘Elixir S’.
As an engie, I always carry two pistols, a rifle and a shield. Whatever i’m using is equipped (so if I have the rifle equipped, the pistols and shield are in my inventory). I lose 2 or 3 inventory slots, its not like its the end of the world.
I get this bug often (frozen TP). I always work around it, going into another tab (to unload the bugged/frozen TP screen) then go back to the search screeen and go into ‘advanced search options’ and narrow the search down a little before typing out the search query and hitting enter. For example, if its a crafting mat i’m looking for then i’ll set ‘Crafting Material’ as the type of search and then re-run the search.
Even for PvE, its a little hard to justify a ‘heal bomb’ build.
I’ve run Fractals using a heal-bomber setup, using the elixir gun’s ‘super elixir’ as a backup heal to increase the heals per second.
The result, it’s good and only good if your team fights in a static position. Think of it like giving your team 2 stacks of regen.
Having 2 extra stacks of regen is not going to personally save your bacon against DPSers, or classes that range-kite you, but it will allow your allies to bunker down a little harder and survive a melee onslaught for a few more critical seconds and even more so if you have shout builds buffing your defenses even further.
However since your team is in a static position they are going to be taking more damage per second then they might if they were kiting.
Heal-bombs work okay in PvE with shout builds in your party fighting from static positions, but they’re not going to be so great in situations where you need a lot of mobility (like WvW or arm seals part on the Colossus fractal)
And while we’re implementing realism, lets also make it so that you can only remain underwater for a couple of minutes before you run out of oxygen and start losing HP.
I can just imagine some april fools day or something the forum servers will replace every occurrence of the word kitten (filtered or otherwise) with a random image from a database of over 100 pictures of cute kittens.
After all, this is the internet, it’s a series of tubes full of cats, finding 100 pictures of cute kittens could probably be done over a smoke break.
P.S. And then next year replace every ‘kitten’ with a charr.
Or alternatively cats in sinks
+1, I never, ever, pay attention to the guild message when looking at the roster because you never expect it to change (except maybe in a very active or populated guild)
In order to address the kittening about people sabotaging their teams by going into dungeons with MF gear. I would like to throw out some ‘bathtub’ ideas I had.
OK, let me first and foremost say that this idea might be unfeasible because it would require modifications to be done to every piece of armor in the game and the addition of a new type of slot — so lets first discuss how armor might be changed.
Armor
- All existing armor which uses MF would instead have that be replaced by a different and possibly new stat (e.g.: movement speed, chance to haste, condition time reduction, boon duration, stamina recovery, chance to auto-rally to 1hp (guts), etc)
- Many armors (for example masterpieces and higher) would gain a new type of slot similar to an infusion slot. However the slot would effective act as a ‘charm’ slot. Charm slots would contain effects which benefit the player but do not affect his survivability by denying him useful stats.
- Optionally the slots themselves could be tiered like the armor, or a certain charm could only be put into the same quality-class like its armor type.
Charms
- Each charm would provide a single non-combat benefit such as:
- General MF (for example +3%)
- Specialized Material/Armor/Weapon MF (higher than general, like perhaps +5%)
- Bonuses to Exp, Karma, or Gold from Monsters/Events
Charm Acquisition
Charms would essentially be random drops and be soulbound to the character (for example a ‘lucky horseshoe’ would be lucky to one person but not to another).
Charms would be rarely dropped, for example a player might be as likely to recieve a charm as they would an exotic.
Optionally an equalization factor could be put into place to determine frequency of drops. Those with fewer charms or low quality charms would have a slightly higher chance to receive them.
A feature to temporarily boost the quality of charms could be purchasable from the gem store. Alternatively high-end charms could also be purchased from the store, however they might have a certain amount of charges before they expire.
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If you’re doing JPs for the loot, then you’re doing it wrong anyways.
Also some JPs have extra champs at the end with smaller chests in addition to the Splended Chest at the end of the JP. The champ chests typically give you rubbish, though you can sometimes steal the treasure from under the champs nose without having to fight it.
Steam Rock JP on Southsun Cove has a champ past the end, with his own chest, you can sneack the chest, but if you have a 4-man or larger sized group with you, I would advise fighting it. For fun of course. It’s a challenging boss.
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Kingdom under Fire mode.
I used to get annoyed by people leaving, but I think now that its not such a big deal since one can just have a guild mate fulfill the role of the dropped member and have them get in on some good tokens for doing only part of an instance.
Sometimes it only takes one or two bad players to sabotage the whole group, or just the fact that the group doesnt work well together. So if I leave then I will usually just say straight up that our group doesnt work well together or lacks good synergy because that’s usually the case.
Fractals on the other hand, if you’re gonna leave early then it had better be on the first instance. You can tell right away if you’re in kitten group, like dudes refusing to properly adapt their roles on the dredge boss when someone goes down (or the aggro magnet pulling the bosses away from the lava buckets to save their own hides); guys straggling and becoming liabilities on the colossus arm seals part, etc.
EDIT: Wow, ypred (<-backwards) is censored?
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That’s not what I meant at all, and I spent a great deal of the OP explaining exactly what I meant.
I was simply trying to find out why gem prices spiked to 3x since I started playing and why ANet isnt doing anything about it since they control the supply (and the supply is not limited in any REAL sense, like Oil is, supply in GW2 is just numbers in a system)
Let me repeat:
However I do think that they should use whatever means they can to find out why prices are spiking so high and mitigate those means ‘as necessary’ so that a balance between profit and player happiness can be achieved (because ANet needs money to hire content designers, buy software, buy server hardware, and pay their staffers).
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Not sure about you, but if you are talking about binding ‘extra’ mouse buttons (like from 5 button mice) to an action. I’ve had no problems doing so by going into controls options, double clicking on a blank spot in the fields and then pressing the button.
Since the control configs have an extra field, you can bind an action to a key AND mouse button at the same time.
gw2lfg.com has a field called ‘other’. You can ask someone to help with your story mission, and if no overflows are active or if overflows dont work to group up for story missions, specify what server/world you are on.
Newb question. I see people slinging it around the forums like as in ‘thats just too kitten long’ or ‘thats a really kitten build’. What does it mean and is there an origin/reason why it means what it does?
Wouldnt that only be true if they were simply stockpiling the gems rather than spending them? I mean if the average player has 250 gems (assuming most have 0, a significant amount have >500 and maybe 5% of the population has >1500). If gems are used to buy things, then they should theoretically go right back to the TP. That makes sense, and it makes sense if it’s done that way.
However, there is a deeper issue behind why gem prices are climbing so rapidly.
I can hypothesize one reason might be behind an /increase in players/. If Anet is not increasing gem supplies to keep match with the amount of players then the price will rise dramatically.
If Anet is not recirculating gems used to buy stuff back into the supply then the price will rise dramatically.
If people stockpile gems by the truckload then the prices will rise dramatically.
If farming has been discovered to be too effective and ANet spots that and lets some factor rise out of control or (god forbid) even removes gems from the market. Then costs will rise dramatically.
This is assuming a limited supply scenario. However there is not a limited supply, such limitations are artificial as ANet can simply tweak a couple of numbers to double the gem supply thus halving the cost or if more effort is required, then it would cost what? 8 man-hours to do?.
I admit that it’s not in the best interest of ANet to do so from a profit standpoint, and would reduce the income that they get from people buying gems with real money. However I do think that they should use whatever means they can to find out why prices are spiking so high and mitigate those means ‘as necessary’ so that a balance between profit and player happiness can be achieved (because ANet needs money to hire content designers, buy software, buy server hardware, and pay their staffers).
I am simply speculating on what the sources can be.
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Flippers really only get those who want their item ‘right nao’ or otherwise people that are willing to pay that ‘convenience tax’. Or at least this applies to commodity items like crafting mats.
When I first started playing, I always did the ‘buy now’ thing which meant that I was typically paying 20% more for the item then I couldve if I waited 5 minutes.
I now typically buy items using ‘Match highest buyer’ or manually bid for things. Same thing for selling. I’ve rarely had to wait more than 5 minutes for something to come in. Items in the trading post tend to move extremely quickly.
I liked it up until fractal 8 or so. It’s now on my list of “if I get this fractal as the first one im just going back to the bloody lab and retrying”
Not even the difficulty (usually) it’s just far longer than almost any other fractal without added loot.
This, so much this. That fractal is just too kitten long. My suggestion would be just to get rid of the head and chest seals and remove the archdiviner altogether. The hardest part would remain the arm seals and given the difficulty I have had getting people to work together to complete it that fight deserves to be the boss fight.
That or make the chanters and such drop loot, and then have killing them damage the seals somewhat (such that they cant be farmed forever) and then for the arms or something just keep it at 0 loot. That way when you’re donking the chest seal 10 times or whatever the monsters dont feel practically pointless to kill.
I wouldnt want to remove the archdiviner. Particularly the starting fight to get the hammer in the first place, it’s such an exciting fight I find and I typically don’t mind fighting the Archdiviner straight away (without using the bug)
Colossus fractal is great, and the fractal that I enjoyed the most the first few times I played it (being a fan of the jumping puzzle/trap element of it), but it’s simply too long.
OK so when a gold spammer enters LA or any other zone a few things happen:
(1) The spammer (often with a non-sensical character name) starts spamming in high volumes of text (both size and frequency) using an exploit meant to get around the suppression checking algorithm.
(2) Many players report the spammer.
(3) Even more players simply just block the spammer.
~~
So what if ANet simply came up with a watchdog algorithm to do the following things:
(1) Analyze each player’s total volume of text (characters per minute), give it a ‘spamminess’ rating that perhaps acts as part of a multiplier for the remainder of the spam detection algorithm.
(2) Analyze amount of blocks put up against that player in either an absolute or temporal (within a certain amount of time) sense. Player accounts that experience a high amount of blocks will be flagged for detection by the algorithm.
(3) Factor in IP subnets that tend to be used by spammers. If the IP matches any fields of known spammers or VPNs then assign an extra multiplier to the spam rating factor.
(4) So long as the spam rating remains high, suppress user messages. Potentially flag account for review (attaching chat logs for example).
Because really, if a player is blocked by 50 users within 10 minutes, then it’s unlikely that he’s just a regular player who is just advertising his group.
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If gems are not truly a limited supply item then why do prices keep climbing? Why does it seem as if they have been forced to comply with the factors of supply/demand when in fact the supply is unlimited. A person spends gold, buys gems, uses em and poof! the gems disappear into thin air it seems.
So let me speculate on why gem prices are so high right now:
(1) There are more players playing GW2. More players mean that the overall gold supply gets higher — shouldnt the gem supply also scale to factor this in?
(2) New shinies keep coming out which is keeping people’s gold supply down.
So why doesn’t ANet increase the circulation of gems or otherwise stabilize their value so that they’re more affordable to purchase with in-game gold? Take into account gold/income per player instead of (how it seems) doing it based on the entire pool of gold in the game. Of course that pool will increase with more players.
Arenanet should make Frost be the endboss of the Snow Blind fractal.
I tried to start a guild called ‘The Wrecking Krewe [WREK]’ but it was already taken.
Here’s how to properly use Healing Turret:
- Drop Turret
- Wait for split second Water field to spawn from turret activation
- Detonate Turret for AOE healing blast finisher
Doing this it makes Healing Turret our best heal, equal to Elixir H with Fast Acting Elixirs in terms of both cooldown and healing done and it has actual group utility from the AOE heal and regen it gives everyone. There’s really no excuse to use anything else.
Awesome. Thanks for the tips.
Wonder if this is caused by lag
Got a crash in FotM. It was the 3rd Fractal on Lv.13: Charr Fractal, right before last gate. A party member used a Repair Canister and we believe it caused all of our games to crash.
Weird thing though, I bought and used a repair canister on the fractal before that one (Dredge) and no ill effects were noticed.
I’m wondering if Repair Canisters can cause crashes in Fractals, like if that’s a known issue, isolated to certain Fractals or combat situations, etc.
So I guess it turns out that if you pick up the healing turret, it drops your regen dramatically to the point where the regen is almost non-existent but further stacks of regen from other sources do not increase it back to a normal amount. I guess this would be a solid reason to not recommend picking up turrets while still in combat.
Furthermore, it seems that triggering cleansing burst only will queue the next mist burst from the turret to clear conditions and not do so immediately. I guess that one makes sense.
There’s a slanted cube you can jump onto at the outer edges of the bottom level near one of the bridges. I think it’s in the north-east part of the map.
I enjoyed it too, at lvls pre-10. The running back and forth between the seals part is excessively challenging on Lv.13 and up because of the huge mob sizes.
gw2lfg DOT com — that’s the site I use and it works good for finding FotM parties and such
I don’t feel your pain.
You’re perfectly efficient without those rings, if you’re a good player. Why raging so much?Because there comes a point at which rings/agony resist is a necessity or you die without fail at Jade Maw health checkpoints. And if your entire party is extremely competent but RNG has seen fit to not reward them with any rings….
It becomes impossible to complete Jade Maw at 20 unless everyone has a (default) infused backpiece + slotted infusion.
I’ve failed jade maw checkpoints and have been in parties where others have failed. It’s not that hard to quickly down a tentacle and revive your team. Like come on, Jade Maw isnt even hard, AT ALL — though you still need to be on your toes so it’s not exactly boring either.
What is hard though, is the Dredge Powersuit with an under-infused party. I usually run buckets but I find it nearly impossible to predict his agony attack and keeping up the healing is always a challenge that can lead to a clusterfumble that wipes the party or causes him to eventually regen to full, causing the encounter to reset several times depending on the party.
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I thought it mightve worked that way. Thanks for the info.
It would be cool to see, but mostly useless and would make areas that you arent supposed to get into easily accessible (I got to the bottom of Rata Sum with only the fall damage reduction and some strategically placed jumps)