https://www.guildwars2.com/en/news/raid-rewards-in-guildwars2/
Looks like all the dungeon gold went to raids. 4g per boss kill!
In case anyone missed it, raids come next Tuesday:
https://www.guildwars2.com/en/news/enter-spirit-vale-on-november-17/
(edited by ZudetGambeous.9573)
DR doesn’t go away if you log out. It only goes away if you change maps and let time pass.
For instance if you left your char in SW from the day before it still counts all those events you did yesterday towards the DR.
Not saying that’s how it should be, but that’s how it currently works.
I don’t really consider damaging Chills to be the main selling point of the Spite/Curses/Reaper build I mentioned. It really is just the icing (möhöhöhö) on the cake. I expressed my thoughts on Deathly Chill in two other threads already and I think it is still a rather lacklustered trait in fact. I really only pick it because the Reaper line is lacking a better GM trait option for Non-Shroud condi builds. Reaper’s Onslaught just isn’t good without SR and BB isn’t needed very much in PvE right now in general imo.
That being said, I’m not trying to say that you absolutely can’t or shouldn’t go SR/Curses/Reaper if you prefer that (afaik ppl often pick this combination in PvP, right?), I just wanted to explain why I personally opt not to do so =)
Once we have a better idea of what raids are like I hope to do some testing between the different builds. Sustain Vs DPS Vs Burst.
I think the highest dps build is currently a maxxed out burn build. It has high direct and burn damage. The problem of course is sustain. If you take a big hit your dps drops down to almost nothing even if you are still alive.
I’m still hoping they introduce some sort of personal dps meter so these things can actually be tested out a little better.
how do you actually craft vipers ascended armor? so far i have only found exotic recipes (via google). i wanted to craft an ascended set for quite a while but i have no idea how.
Short answer: you don’t, you use the MF to change the stats of your existing armor (total cost of ~100g)
Long Answer: There is an ascended viper recipe set. It costs something like 400g per piece and needs 20+ hours of account bound mats per piece. (Total cost ~2400g + 100 hours of farming)
The reason I run Dhuumfire is actually because of deathly chill.
Scepter/Dagger dpesn’t really have any chill application. You can get 1s of chill from dagger 4 if you take chilling darkness, but that’s about it. This means to get good chill you need to swap to staff. So you swap to staff and spam 2-5. This gives you 10s of chill and takes 2s to apply. But now you have 7s of waiting for weapon swap to recharge. Best option is to go into RS and hit RS 4 and RS 5 to get an extra 5s of chill. Now you are left with 3s. AA on staff is useless so you use AA on RS instead. 3s is enough to get 4-5 stacks of burn up on the target if you took SR. Plus if you are low on health and are waiting for your heal to come off CD you can very very quickly ramp up damage with RS if you have burn, meaning that you won’t be losing dps just because you are forced into shroud.
Basically I like to think of SR/Curses/Reaper to be a more steady dps option. I can continue high dps in all situations. My normal rotation gives me something like 3k bleed, 2k poison, 2k torment, 2k burn, 1k chill. Each individual condition is pretty low intensity, but I can apply a lot of different conditions and keep my health and LF up by rotating in and out of them.
I think that curses is fine as a condition only line. Most of the other lines are heavily focused on power damage and are of little use to condition builds. It only makes sense to have one condition focused line.
I think the minors are all fine, They are good for condition builds, not everything is about power users.
Chilling darkness needs some help. I agree that 3s duration would be a good solution as I don’t see them removing the ICD.
Plague sending is fine for condition heavy fights. It gives you an extra transfer if you need it, no problem there.
Fall dmg traits I don’t understand, they should really just be removed.
MoC is weird. It gives “more” CD reduction than other traits, but only because they increased the CD on all our corruptions a huge amount at the same time. If the corruptions had their normal CD’s then 20% would have been fine. I don’t mind the self harm since I can transfer them if need be, but the effects are too weak for the self harm to be necessary. If they applied the self conditions to the enemy as well then I think it would be more interesting.
Terror is suffering from a lack of application and duration. We only have a very few fears and their duration have all been destroyed through various nerfs. In the era when 2 stacks of burn does more damage than terror and most classes can constantly apply 5+ stacks, terror is just laughable. We need longer durations, more fear and increased damage for it to make a comeback.
Path of corruption is pretty great on reaper due to the 4s CD on RS2. I think this trait is fine how it is, and may even see use in raids for boon stripping.
GM:
Parasitic Contagion, this trait used to be pretty fun when it was in spite since it didn’t conflict with anything before the trait revamp. Since it doesn’t work through shroud and competes with lingering curse and weakening shroud It just won’t see any use. Make it work in some form in shroud and I could see it being a good tanking trait.
Weakening shroud. This is fine for PvP builds, not really needed in PvE but no need to change it.
Lingering curse. I would like this reworked into a group buff. Give 50% duration to ALL your conditions (remove the 150 damage) but also give 10% condition duration to all allies. This helps solidify our role in groups, nad makes us the long ramp up, high damage sustain class we are supposed to be. We don’t burst conditions and our condition may not do the highest damage per condition, but if you give us enough time we should be able to put a crap ton of conditions on a target.
I find it unlikely anyone will bother with this meta other than occasional guild runs.
There are a number of problems with the map:
1. Map is hard to navigate. Sure if you play there for 20+ hours it eventually becomes pretty easy to navigate, but most players are not going to slog through torture and no rewards for 20 hours just to figure out a map deisgn.
2. Meta event trigger is WAAAYYYY too long. It takes about 30 minutes to get all the camps to maximum (assuming no bugs), yet the meta only triggers once every 2 hours. Am I just supposed to sit there and wait doing the same 1-2 events over and over for 90 friggin minutes before the meta triggers. I’ve logged out in frustration at least twice since I got tired of just sitting there waiting.
3. Rewards are crap. VB and AB give a map reward for every blip between T1 and T4. That gives you like 6-7 chests at least while doing the map. TD gives you one for each tier, and only sometimes. I generally get between 1-3 meta chests which have totally crap rewards while waiting for the meta.
4. Meta rewards are crap. During the meta event itself if you just have everyone stack on SCAR lane, do one rush event and one chak event you get a few greens and 40 ley line crystals. If I spend an hour organizing a map, struggle for 20 minutes on all 4 lanes, and coordinate perfectly… I get a few greens and 75 ley line crystals. Not worth the effort.
5. HP sponge and poor mechanics. If there is a break bar, it should help if you break it, not punish you by triggering 1HKO moves or making the boss run around like a maniac. His HP is also bout 3x more than it should be. If you are handling the mechanics (which are already harder than other maps) then you should be winning. You shouldn’t then fail because you need everyone in ascended zerker gear to even come close to doing enough damage.
These things need to be addressed if you want your playerbase to actually play this map.
Now that the dust has settled.... Masteries
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Xp is hardly the problem. Xp is given for everything in this game. Kill a mob, xp! Complete an event, xp! rez a player, xp! harvest a node, xp! stand around afk, meta event xp!
However good luck getting gold on most of the adventures to get enough mastery points to actually finish all those masteries! There are only like 15 extra mastery points in the entire expansion, which means you need to do all the story achievements, all the adventures to at least silver, all the map achievements, and about half of the gold medals for adventures.
I’ve been capped on xp for a while now, just from collecting things for my Nevermore. The problem is definitely mastery points if you think there is a problem.
People overhype the spite line. Spite is only good for solo play, it loses all advantage in group play. I would say spite is a hindrance in group play.
The only thing spite does is provide insane self might and vuln. This is amazing for solo play because you see a nearly instant 50% damage boost. However in group play you should already be at full might and vuln so you see a 0% damage boost. I found in a solo situation taking spite over curses gave me ~5% more dps. (7000dps for curses, about 7300 for spite). However if curses is supplied 25 might and vuln from the group it skyrockets to ~10k dps while spite stays exactly where it was since it already had full buffs.
Personally i’ll be running Curses/SR/Reaper in raids.
After having played a lot of the adventures it seems some of them are horribly overtuned. There are also some other problems.
1. many adventures are locked 99% of the time. This is just dumb. Adventures should be open 100% of the time or should not have mastery points locked behind them
2. Adventures port you into instances that make you lose ALL map participation. If the map is done and I want to do an adventure while waiting for the meta I shouldn’t lose all map progress because of it.
3. Adventures don’t always work. Some are bugged, some don’t give rewards, some are too random. These issues need to be ironed out.
Some adventures are just too hard. If I am in the top 200 players in the WORLD after only 5 attempts at an adventure then there are only 2 possibilities. HoT is a horrible financial disaster that sold less than 10,000 copies, or the adventure is WAAAYYYY overtuned. I am an above average player, and I expect my ranking to reflect that. 10,000-50,000 ranking would make me above average. 200 means there is a problem somewhere.
Then all seem fair to me except for the golem one.
1) They’re not locked 99% of the time. More often than not, you just have to do the event(s) that are preventing them from being unlocked. It has already been explained why some adventures must remained locked until the events around them are completed. There are also 19 extra mastery points so you do not need to do them all.
2) From what I can remember, only four of the fifteen actually put you into a separate instance.
3) I have yet to see an adventure that doesn’t work or one that doesn’t give awards. None of the adventures that I have seen are really random other than the shooting gallery one. Fallen Masks isn’t as random as you think.
Your logic on the two possibilities is horribly flawed. The inability of players to obtain a certain score has absolutely nothing to do with whether HoT is a success or not. This just comes off as an attempt of you trying to insert an entirely unrelated opinion into the thread.
Your laughable attempt to find a flaw in my logic was horribly flawed.
I am ranked somewhere around 90% for AP’s, putting me around 10,000 players deep. I am ranked similarly in PvP. If I am ranked 200 in an adventure that I have spent almost no time on then there are only a limited number of possibilities as to why i’m so much higher ranked in this aspect of the game compared to all other aspects.
1. Not many people purchased HoT. If there are only 1000 people playing HoT then being ranked 200 makes sense. Above average, but not insane.
2. Everyone hates adventures. Since they are so overtuned this makes the most sense. If everyone just tries them once or twice and then says kitten this then it makes sense that after spending an hour or so on an adventure that I would be able to get to rank 200 even with a lot of players.
3. I’m an adventure wizard. Somehow I am God’s gift to adventures and I am really ranked 200 out of 2,000,000 HoT players even after spending only a nominal amount of time on them. (least likely option)
If you have some other reason why i’m ranked 200 in the world i’m open to hearing it, but those are by far the 3 most likely scenarios and based on 3 being very unlikely, and 1 being unlikely since the financials looked pretty good last week, that leaves option 2. People don’t enjoy failing over and over again with no reward and becoming hard-gated by something.
This is the best time to forge precursors since launch. It is easy to make 1000g profit a day now from forging them.
Anyone know if gliding Tier 5 mastery will help with Sanctum Scramble race adventure? I am having a hard time getting silver in it.
The only thing you need to get gold on that adventure is basic gliding and an understanding of the skills. You can use skill 2 while gliding. You should be using all 3 of your skills basically on CD for that race.
After having played a lot of the adventures it seems some of them are horribly overtuned. There are also some other problems.
1. many adventures are locked 99% of the time. This is just dumb. Adventures should be open 100% of the time or should not have mastery points locked behind them
2. Adventures port you into instances that make you lose ALL map participation. If the map is done and I want to do an adventure while waiting for the meta I shouldn’t lose all map progress because of it.
3. Adventures don’t always work. Some are bugged, some don’t give rewards, some are too random. These issues need to be ironed out.
Some adventures are just too hard. If I am in the top 200 players in the WORLD after only 5 attempts at an adventure then there are only 2 possibilities. HoT is a horrible financial disaster that sold less than 10,000 copies, or the adventure is WAAAYYYY overtuned. I am an above average player, and I expect my ranking to reflect that. 10,000-50,000 ranking would make me above average. 200 means there is a problem somewhere.
The whole point of the mastery system is to have a non-gated progression system.
Each mastery thus follows the same basic layout.
Tier 1- easy to get, required to traverse the jungle
Tier 2- easy to get, required to access some vendors/areas
Tier 3- medium difficulty, improve QoL
Tier 4- medium difficulty- required to access a few non-essential areas/quests
Tier 5- hard difficulty- QoL upgrade
Tier 6- hard difficulty- QoL upgrade
This is exactly how the mastery system was designed. You can now get around easier and access a few hard to reach locations easier, but it doesn’t block progress for anyone who really wants to see the content without the mastery.
If you use vipers then berserker runes are best. Assuming they work. If sinister then you want 5 nightmare runes and 1 antitoxin.
Do they work? I tried them and they did not change my condition damage stat.
But yes once they release ascended viper trinkets then it may be better to use berserker runes and viper trinkets.
Nightmare + Trapper runes give a total of 25% condition duration. this is equivalent to 375 stat points. Plus you get +100 condition damage from 4/2 nightmare/trapper. That is a total of 475 stat points from the runes. Berserker runes (when working) give a total of 275 + 5% damage and 5% condition damage. That is roughly +100 condition damage and +100 power. So they give similar stats it seems.
Since viper gives more stats than sinister it should indeed be a net increase in power to take Berserker runes with Viper trinkets as opposed to nightmare/trapper runes with sinister trinkets.
Unfortunately right now the only viper trinket you can get is the amulet. Hopefully they release more soon.
I don’t see a need to change anything here. In a month brown pigment won’t be used very much and will crash in price. You are paying to be the first to finish it.
The problem is amplified because scribing is broken and people are stuck at the brown pigment level. Once people get past brown all the other colors open up and no one will use brown anymore.
please dont lock raids behind masteries
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
This whole thread is ridiculous. Masteries are the entire progression system for this expansion. Of course they will be used in raids. That being said they are soft requirements not hard walls, at least what we have seen so far.
Vale guardian had speed boost mushrooms all around the fight, yet even after 1 BWE people beat him without access to that mastery at all. So having them would have made the fight easier, yet it was not required.
I doubt there will be any hard gates in raids that are past lvl 2 mastery in a line. Most of them just don’t lend themselves to gates. High level frogs gain you nothing, either does high level exalted. The only high level mastery that might be useful in raids is ley-line gliding.
Honestly if you don’t have at least 4th tier mastery of every line by the time raids launch then raids aren’t designed for you. The higher tiers I could understand, but if you are complaining about needing poison lore or updrafts, then you aren’t going to beat the raid anyway so just don’t worry about it.
If you don’t have at least 4th tier mastery, it means you don’t like mindless grind or exploiting something to get the exp in the HoT maps- there is no correlation between being able to grind out mindless exp and being able to beat a decent raid instance.
Exp is thrown at you constantly in HoT. I haven’t done a single xp grind in HoT yet I have 6/6/3/4 so far. Heck, one completed DS map gains you 1,500,000xp. Using boosters you can get that up to 3,000,000xp. The only way you don’t have 4th tier masteries is if you simply aren’t playing the game.
I found it really hard to navigate from the starting WP. I would suggest opening up the other waypoints asap. The ley-line waypoint is the most useful. It is pretty easy to navigate from there to the orge camp, the SCAR camp and Novus. Having the frog waypoint is useful too since it has tunnels to all the other map areas.
This is what i’m currently using and i’m quite happy with it now.
2100 condition damage
88% condition duration (100% bleed/chill)
2000 Power
41% crit
The rotation is fairly complicated, and I am still fine tuning it. Right now it goes:
Scepter 2→dagger 5→CPC→Bip→Scepter 3→Dagger 4→Swap to staff→ Staff 2-5→RS 4→RS 5 → RS 1(x6) →Staff 2→ Scepter 1 (x3) →repeat.
Fill in scepter 1 while waiting for CD’s on repeated rotation. It’s a work in progress but seems to give pretty good damage. During burst phases it is almost always better to just spam RS1. The vuln application, high burn and high direct damage is very nice for burn phases, but it can not be sustained since a single hit will knock you out of RS.
please dont lock raids behind masteries
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
This whole thread is ridiculous. Masteries are the entire progression system for this expansion. Of course they will be used in raids. That being said they are soft requirements not hard walls, at least what we have seen so far.
Vale guardian had speed boost mushrooms all around the fight, yet even after 1 BWE people beat him without access to that mastery at all. So having them would have made the fight easier, yet it was not required.
I doubt there will be any hard gates in raids that are past lvl 2 mastery in a line. Most of them just don’t lend themselves to gates. High level frogs gain you nothing, either does high level exalted. The only high level mastery that might be useful in raids is ley-line gliding.
Honestly if you don’t have at least 4th tier mastery of every line by the time raids launch then raids aren’t designed for you. The higher tiers I could understand, but if you are complaining about needing poison lore or updrafts, then you aren’t going to beat the raid anyway so just don’t worry about it.
Pretty much everything said in this thread so far is patently false.
Please disregard all of it.
You need no mastery at all for the first boss. And one of the last bosses (shown in the trailer) only needs a maximum of updrafts. There is no “mastery grind” for raids. You need a few simple masteries to gain access to mechanics, but nothing that takes more than 1 day to get.
Raids are HIGHLY unlikely to come this week. They need to fix the world completion bug first since raids and legendary weapons will come at the same time. They would lose a substantial portion of their player base if they introduced the new legendary weapons without first fixing the map completion bug since it would highly disadvantage the players effected by that bug.
Secondly they said raids/legendaries would be coming mid November. The 17th is much closer to mid November than the 10th is.
Finally raids in no way require ascended gear. Ascended gear offers only a 12% dps boost over exotic gear. If you get ascended trinkets and weapons (total gold cost of ~50g) then that difference shrinks to 2%. The classes are not balanced to within 10%. This means you would see more of a difference by taking an extra engineer instead of a necro than you would from having ascended gear. Having Might and fury across the whole raid (2 heralds) gives 3x more dps than having the whole raid in ascended gear instead of exotic. Anyone that tells you that ascended gear is “required” for raids simply can’t do math.
Has anyone compiled a list of things that were changed in the patch yesterday?
Things I noticed:
1. Viper’s stats function correctly now
2. SCAR lane final cannon event works now
I’m sure there were more fixes, not sure why they didn’t make the patch notes.
The patch yesterday did indeed fix viper stats, so that’s good.
I think nightmare may actually be a perfect set of runes for this build. 95% of all conditions, plus fear and chill if you happen to get hit.
There is an amulet rewarded for finishing chapter 4 story achievements. I’m hoping that will let me choose viper stats. For the time being i’m using sinister. I hope they introduce these in the upcoming patches or in raids.
In PvE i’d say I get about 500 dps from this trait due to the chill cap. Maybe a little less. Pretty much never see it tick on bosses.
I’ve been trying to find the best set up for a condition reaper. There was a number of new options introduced with the expansion that give some interesting options.
What i’ve found so far is the following(PvE only):
Viper > Sinister > Rabid
The extra condition duration always trumps condition damage up to the cap (100%).
Calculations: https://forum-en.gw2archive.eu/forum/game/gw2/Sinister-vs-Viper/
For a full ascended set (armor/weapons/trinkets) you gain 40% condition duration. Combined with 30% from food/utilities gives you 70% base condition duration. Bleed and chill get 20% from traits, bringing them to 90%.
I run bursting/malice on scepter/dagger to bring that up to 100% bleed/chill, and 80% all other conditions.
The more confusing choice is for runes. There are a number of different options:
1. Undead
2. Afflicted
3. Berserker
4. Thorns
5. ???
Afflicted was what I was previously using as it allowed me to cap bleed and gain extra poison duration. However bleed is already capped with Viper’s gear now so that is wasted. There is also no one stand out condition anymore on reaper. Bleed is the standard condition for necro, but reaper is able to get strong damage from bleed, poison, burn, torment, and chill, with the best rotations having a decent amount of each.
Unfortunately everything is broken right now. It also doesn’t seem like Anet is in a hurry to fix anything either. Berserker 6th rune bonus doesn’t work at all. Thorns wasn’t working for me either. Viper doesn’t actually apply the condition duration.
Someone can try and do the math for those runes, but i’d like to actually test them out. Hopefully all this stuff gets fixed soon.
Here is a comprehensive list of bugs I’ve found:
1. Viper’s Stats are currently bugged. Condition duration applies to character sheet and tooltips but not applied conditions.
2. Runes of the Berserker 6th bonus does not currently apply. Doesn’t seem to work at all as far as I can tell
3. VB Faren event chain. This frequently bugs at the Bongo event. Gets stalled with 1 Bongo left and unattackable.
4. VB Lanthinar event chain. No Husk ever spawns during this chain making the achievement uncompletable.
5. AB Southwatch events center pylon event stalls frequently and is uncompletable.
6. TD SCAR lane. Final event does not work at all. The canon never does anything.
7. TD Orge Lane. Kill the bat matriarch frequently bugs with the champ bat being invulnerable.
8. DS frequent crashes and DC’s over all the map
9. DS no ability to reclaim lost spots after DC’s. Ability to reenter map instance is vitally important for these long meta events.
10. All maps- Crashing or changing map instances resets participation to 0%. As long as you stay on the same map, which instance you are in should not affect your participation.
11. DS Noxious pods despawn too quickly
12. Commander runes are prohibitively expensive. presumably they should cost 10 ore each, not 100.
13. DS Stavemaster achievement is bugged and not granted on killing stavemaster during mouth fight.
14. Nightfury skin- effect stops working after a while. Need to hide and unhide to regain effect.
I’ll post more if I find/remember them
Well I downloaded the client and put it in the GW2 directory and ran it…
I have no idea what to do now. There isn’t any error code or anything, windows just says no
I’m sure the developers working overtime to address everyone’s concerns really appreciate your support. They would be lucky to have people like you there to show them what all they’re doing wrong.
Also why the hell do you and so many others think they deserve your “faith” anyway? What exactly do you expect in return for “trusting” them? What are you even supposed to “trust” them for anyway?? It’s a kittening video game! You don’t have to play it! There’s millions of them out there to choose from. You can do anything else you want with your time. You can come back in a few days, or a week, or a month, who cares?? But you’re sure as hell not going to get any medals for bravery because you stuck around when everything wasn’t peachy.
Link to the statement that they are working overtime?
Also since this patch didn’t fix a single bug I’m not really sure what they are working on. I suspect they are waaayyyy behind on the content that is supposed to come out in 2 weeks so they are ignoring bugs to push it through.
They honestly just need to slow down and fix what is already in the game and delay the upcoming content a few weeks. There is plenty of new content, no need to rush out even more unpolished stuff.
I mean the entire scribe profession is broken, as is the guild hall WvW upgrades.
I’ll be honest after waiting a full week for this patch I kinda expected some bug fixes…
Expertise and Concentration are still bugged
Map rewards don’t work
Story is still bugged
Items are flat out missing from the game
Collections are broken
Crashes are all over the place
Yet this patch didn’t fix a single bug as far as I can tell…
Is there going to be another patch this week?
I get about 20 ore every map with 70 minute map runs.
It’s slow, but not as slow as people are making it out to be.
I fully expect this stuff to drop in raids as well which is probably why it feels so rare now.
If it doesn’t drop in raids then I agree it needs a buff. So I guess i’m taking a wait and see approach. This stuff is essentially the end-game currency to get the best stuff in the game. It should be hard to get.
Looks like a nice buff above 50% and about the same below 50%, maybe a slight nerf?
Can’t get in-game until tonight, i’ll confirm then.
Interesting, I didn’t think 32 vs 64 bit would really make any difference, but hopefully it helps those who have been having issues.
Anyone know why a 64bit client would make any difference to user experience of GW2?
Edit: thanks fellyn. So, more ram usage = better performance?
Pretty much every crash in the game is due to the game hitting 3GB memory. This instantly causes any 32bit application to crash. This should solve most people crashing issues.
Make Mastery Gated Hero Points Commune only
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Also that one doesn’t need a group. I soloed that one pretty easily.
Deadly Cuddles -DS- Efficient Noxious POD MAP
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Anyone know if the pods despawning is a bug?
Some spots have 5-10 pods in them, but they despawn after about 5 minutes.
I love the update run info though, looking pretty great now.
Still faster to run alts through the story though. 40 ore per character.
I’ve gotten 2 stacks of 250, not that hard at all each run is 1 hour minimum. You get about 20 ore per run + recipes and gold and such on top of that.
Despawning timer is probably something they planned on. It might be buggy who knows.
Wow that’s a lot of runs! I did 3 runes with you guys yesterday, including the one that was ~3min kill. I was still working on map completion though so I didn’t get through the whole route. I’ll give it another try tonight.
Hopefully they fix viper’s gear soon, I think it has good potential.
There are also a number of new rune sets that are VERY interesting for condition reapers. I am going to have to look more closely at them soon.
snip
Not sure what a full set of Viper’s gear gives you. If it could get 50% duration then you could take the new poison runes to max poison as well, or take the new berserker runes for more power/condition damage.What’s broken about Viper’s? I’m thinking of doing similar with the berserker rune and a viper’s/sinister mix
The condition duration applies to the tool tips but doesn’t actually apply to the condition themselves.
Same for the boon duration stat.
FYI if you’ve switched to Viper and wonder why you feel like you are doing less damage it is because expertise is currently broken. It adds time to the tooltips, but not the actual conditions…
Hopefully they fix it soon.
Have you done any analysis on the new runes? There are 3-4 new rune sets that seem interesting for conditions. The two that peaked my interest the most were Runes of the Berzerker and another set whos name I can’t remember from one of the mastery vendors.
With 40% condition duration + 30% from food/utilities that means you are at 70% base duration.
Particularly for necro we get 20% chill and 20% bleed duration. All the condition specific runes give 45% so they are overkill now.
I feel like for long fights the new mastery runes are actually the best. They give 45%(?) poison duration, standard condition damage, and 50 condition damage every time you strike a poisoned foe (lasts 60s 10s CD,)
For a necro that would give me 90% bleed, 90% chill, 100% poison, 70% everything else, I could then take a sigil of malice to boost the last 10% or take bursting for the 6% condition damage.
Deadly Cuddles -DS- Efficient Noxious POD MAP
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Anyone know if the pods despawning is a bug?
Some spots have 5-10 pods in them, but they despawn after about 5 minutes.
I love the update run info though, looking pretty great now.
Still faster to run alts through the story though. 40 ore per character.
Just FYI, Viper’s is broken right now, it doesn’t give you increased condition duration.
Hopefully they fix them soon.
Also anyone find Viper’s trinket’s yet?
I think you got it backwards….
if you dodge and you cannot keep applying conditions, it will be so for 1 sec and you will only lose 1 or 2 stacks, not all your stacks.
If you have to interrupt gravedigger to dodge or heal, you lose 100% of the damage for that second, plus whatever time into the animation you were at.
Conditions benefit from fights where you can’t keep hitting the boss 100% of the time.
Or things like Block, Evade, Blind, Chill (does not affect AA).
My personal opinion is that Gravedigger spam is a bit of a red herring. Big numbers sure but slow.
To me Scepter abuse shows the biggest potential. The new Viper gear means getting +100% duration to Bleed, Poison and Torment is doable. Combine that with the extra 50% duration on top of that and you got some very powerful, ranged DPS with a very basic rotation. Compare that to the stupid Sinister Engie rotation and it might actually come somewhat close to its spreadsheet DPS.
Quickness scales with it extremely well.
Hopefully they fix viper’s gear soon, I think it has good potential.
There are also a number of new rune sets that are VERY interesting for condition reapers. I am going to have to look more closely at them soon.
Right now i’m going to start with Viper’s weapons and armor and see how it goes. Might be worth it to switch to viper’s trinkets and replace my runes with something else. That will give me higher overall duration so I can take more damaging stats and less duration on the runes.
We already get 20% bleed and 20% chill duration. Add in 30% from food and utilities now and we are at:
50% bleed
50% chill
30% Burn
30% Poison
30% Torment
Not sure what a full set of Viper’s gear gives you. If it could get 50% duration then you could take the new poison runes to max poison as well, or take the new berserker runes for more power/condition damage.
They are working on a fix.
The blog post yesterday said that they are moving back to weekly patches instead of emergency hotfixes.
I suspect the patch today or tomorrow will include a loooonnnng list of bug fixes, and hopefully this is one of them.
Please add an Endless Batwing Tonic recipe
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
If they add a recipe it will cost 500g to make.
Your complaint is that you are poor, it has nothing to do with this luxury high end cosmetic item.
Being poor is not a valid complaint to change the game.
Be careful with Patchwerk-style analysis. When it comes to conditions, the peak DPS performance occurs when they hit the upper bound of their condi stacks and it rolls. If any fight disruption causes those to drop, how long does it take to get back to that point? Ramp-up time should be a serious consideration in a game that has the potential to be more active like GW2. You might be dodging, the boss might go invulnerable, etc. Gravedigger spam does not give a single lick about ramping back up, because it is constantly balling at its most outrageous. Dhuumfire stacking will take a few seconds to ramp up, as will might/vuln self-stacks (if they are necessary).
I think you got it backwards….
if you dodge and you cannot keep applying conditions, it will be so for 1 sec and you will only lose 1 or 2 stacks, not all your stacks.
If you have to interrupt gravedigger to dodge or heal, you lose 100% of the damage for that second, plus whatever time into the animation you were at.
Conditions benefit from fights where you can’t keep hitting the boss 100% of the time.
It really just has to do with attack speed. Doesn’t matter if condition or direct damage.
AA does some set amount of DPS. This dps is either applied instantly or over time, but it is roughly the same for both power and condition weapons. If you dodge you essentially miss 1s worth of attacks. This is 2-3 bleed stacks, 2-3 dagger AA’s, or 1 gravedigger.
Grave digger is hit harder by this since it occurs much less frequently so missing 1 attack is a much larger portion of the total number of attacks that you do.
How long will the vendors stay to sell the stuff, or do they leave same time too?
Every time, it’s immediately. So don’t expect them to hang around this time either.
Actually the Halloween vendor was available year round.
This is the first time it will not be available. So it is a good thing someone asked.
As you’ll be told at LEAST 100 times over the next 2 years.
These blogs are not promises or meant to be actually what Anet plans to do.
The last “road ahead” blog we had was in 2013 and it told us we were getting a new set of legendary weapons, 500 cooking and jewelcrafting, a new focus on WvW, and exciting new PvP.
Here we are in 2015 and we have a brand new road ahead blog telling us we’ll be getting…
new legendary weapons, a new focus on WvW, and exciting new PvP lol
I would suggest using LFG.
Anets mega server “system” currently takes 500 players and places them on 10 different instances of the map. This means you have 10 useless maps and no good maps.
People use LFG to shuttle into maps so that you have 2 maps with 200 players and 8 maps with 12 people each.
If Anet fixed their megaserver system so that it places 160 players on each map then you’d have 3 full maps and 1 overflow map . But they don’t seem interested in that.
Map Completion: No individual map rewards?
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Well the non bugged people have won this round.
They figured out the gift for the new legendary. That gift alone will now cost you 750g if you can complete it at all. There is currently enough mats left on the TP for 2 people to make a new legendary. I suppose they will actually be legendary.
Guild hall item needed not dropable anymore
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
^^ not true anet is not rotating borderlands…alpine wont be back until further notice was the last anet response
Sort of like SAB?
This does seem like a bug to me. They shouldn’t just disappear. I will have to keep an eye on one and see if I see that too.
Mordrem Snipers not affected by Reveal?
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Stealth is buggy right now.
I have the stealth detection mastery, but it only seems to work in dragon’s stand. In the other maps I still can’t see stealthed enemies.