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Raids and meters...

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I will never agree on this, just because it’s standard in Raids in other games doesn’t mean it’s good or needed in GW2. This has been clearly stated that it won’t happen so i’d stop asking if i were you, you are wasting your time.

Correct me if I am wrong, but I don’t think it’s common to other MMORPGs, I think it’s just common to one game, World of Warcraft.

I’ve had a dps meter in every MMO i’ve ever played except GW2. Of course there are plenty of DPS meters for GW2 as well, they just aren’t officially supported.

WoW, LoTRO, Wildstar, SWTOR, Rift, all had dps meters of some form. None of them imploded due to the inclusion of such a tool.

Raids and meters...

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

gets out fire extinguisher

Here you are going to need this…

Good luck with all the forum warriors who will probably never set foot in a raid or have a snowballs chance in hell of ever beating it.

Wow we do terrible dps...

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I believe only in science but since there is no science (translation: a dps meter) available in the game I use empiric science.
When I want to test a build I go to the PvP lobby, there is a Golem there that resets its health when you “kill” it, it cannot die so it’s a good training dummy.
To test a build I take the time since I begin to damage it and until I “kill” it (reset its health) 5 times.
I asked a friend of mine to test that condition build with this methodology and I compared the results with mine.
A disclaimer first: Sinister is not available in PvP so we used Rampager, my build was, instead, Rabid, also we was not exactly custom to the build so his results are a bit worst than normal however it’s a good test ground nevertheless.
Engineer results (time total / difference between each kill):
Kill #1: 15.798
Kill #2: 33.243 – 17.445
Kill #3: 47.838 – 14.605
Kill #4: 1:05.859 – 18.031
Kill #5: 1:20.894 – 15.035
Medium time to kill the golem: 16.182s
Necromancer Results (time total / difference between each kill):
Kill #1: 21.313
Kill #2: 34.731 – 13.418
Kill #3: 49.034 – 14.303
Kill #4: 1:02.064 – 13.030
Kill #5: 1:14.984 – 12.920
Medium time to kill: 14,997s

As I said the Engi was with Rampager instead of Sinister and not really custom to the build which means there is room for improvements.

This means the Engineer is not doing that much DPS as described early in the post, I’m pretty sure he can surpass our timing but I don’t think of that much, meaning that the Necromancer is good as the Engi.

Also there are a lot of factor to consider in favor and in oppisition:
1) The Engineer is faster to build damage
2) But will lose terrain after a while
3) For shorter fights it’s may better (a.k.a. trash mobs)
4) But we have Epicdemic (yes: EPIC demic).
5) The Engineer needs to close combat using the bombs, this is not always possible
6) But we do this as well, I use Dark Path and Mark of Evasion to add more bleeds.
7) Now that we apply a good amount of Torment there is a fair amout of DPS loss when testing the Golem since he is not moving.
8) Sinister is much more squishy than Rabid, in a real situation a Necro could be better since it’s harder to kill
9) <add more things here>. There are too many factors to think about!

TL:DR; Necro deals as much as damage as the Engineer.

Couple problems with your test:

1. Different gear sets account for most of the difference in damage right off the bat. Need to normalize the gear

2. Necro’s dps is something like 95% conditions, 5% direct damage. They lose essentially nothing by having rabid gear instead of sinister. Engineer on the other hand is closer to 80/20 so they lose a good amount of dps without the secondary power stat and main condition stat.

3. It sounds like your friend just isn’t very good at PvE engineer. I’d try recruiting someone from the engineer forums who can pull off the rotation fairly well.

4. Might be interesting to repeat this challenge across many different professions and see the differences.

5. Do golems lose their conditions when they reset their health or does everything stay?

Raids are for HC-Players | need DPSTool

in Fractals, Dungeons & Raids

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

What a depressing world view some of you have…

Good thing the rest of the world doesn’t follow the logic of this thread or we’d all still be using our oil lamps and horses to get to work at the farm…

People using something incorrectly is NEVER an argument to get rid of that thing.

Guild Wars 2 Inflation Research

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This is a very misleading post… based on your actual data the inflation rate is almost 0, not 80%.

You just included the first few months where you can’t possibly calculate inflation to make it look bad… After the first year the economy was fully stabilized and there has been almost no inflation since then.

That’s far from true. I agree that the economy was not very stable at launch, which is why I left out that first 1½ in the research and did create multiple indexes for a lot of the calculations. But this changes nothing in terms of calcualting the yearly inflation.

01/10/2013 – 01/10/2014: (01/10/2014 – 01/10/2013) / 01/10/2013 = (7.249.787,59 – 3.986.317,36) / 3.986.317,36 = 81,87%

Even if I did do it as you said, I remove the fist year of the game, the inflation for the 2nd year is still 81 %,

This is not a post to blame the economy or say how bad it is, this is simply just showing some data. I agree that the inflation could be lowered with some actual gold sinks, but that’s not what I’m trying to show.

I guess the biggest problem is the wild variation in the calculation.

If I look at 01/01/13-Today then the inflation over the last 2 years is only ~25%. I can pick any two arbitrary months to get anything from -20% to 50% in that same time period.

The best indicator of spending power is pretty much 100% tied to ectos. They are used in all armor, all weapons, and most other recipes. As long as you can buy ectos you can make everything you need. The ecto buying power has also remained remarkably stable over the last 3 years.

The problem is that many of the other goods you are tracking are based on changes to the game supply/demand curve, not inflation. Precursors are luxury items and have no place in an inflation calculation. Gold to gems are heavily dependent on gem store items and sales, not ingame inflation. If you remove these two erroneous items and weight ectos properly you will see a much different result.

Guild Wars 2 Inflation Research

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This is a very misleading post… based on your actual data the inflation rate is almost 0, not 80%.

You just included the first few months where you can’t possibly calculate inflation to make it look bad… After the first year the economy was fully stabilized and there has been almost no inflation since then.

Raids are for HC-Players | need DPSTool

in Fractals, Dungeons & Raids

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I see two possible scenarios:

1. Raids are easy enough that you don’t need to calculate dps. This essentially means CGC has failed to be challenging. This would be a pretty big fail. If you can just faceroll it with any team comp after a week then what was the point?

2. Raids are hard enough that you need a balanced team comp with optimum dps. They will be hard and take practice, but they will lead to raid leaders coming here a few weeks after the raid launches in droves wondering why they can’t beat the raid and complaining they have no feedback about what they are failing at. At this point they will either require all their members to run an “illegal” meter or they will stop running raids.

Either way, raids will fail without having a way to get feedback on what is happening.

I love the logic behnd this, as it says:

“If raids can be defeated with anything that deviates slightly from optimal damage glass builds it’s not challening’.
Here’s hoping that Anet can deliver better than that…

There will obviously be some deviation, however what degree makes it go from challenging to trivial? If the raid wide dps is 20% lower than optimal should you still be able to clear the raid? That is approximately the difference from full zerker gear to half zerker half defensive gear (assuming full might). However it is also the difference between an engineer and a mid tier dps class. How about 30% deviation from optimal? still beat it? Now we are getting into full defensive builds for certain classes, but it is also the difference in DPS between an engineer and a necro.

Fractal Instabilities

in Fractals, Dungeons & Raids

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This would render some classes useless on certain levels. How is a necro supposed to get past lvl 38? no one would take a level 38 necro into a fractal, he would just get kicked over and over.

Others would be so trivial that they are just skipped anyway. Who cares if one player is at 33, 34, 35? These will do basically nothing to stop the group and will barely inconvenience the player they are affected by.

Finally, this would be used to make any actually hard levels easy to skip. Stuck on 39? bring a whole bunch of level 40’s and have them kill the enemies.

In summary this would make certain classes get kicked more often, would still allow skipping and would render some levels even easier than they are now.

Raids are for HC-Players | need DPSTool

in Fractals, Dungeons & Raids

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I see two possible scenarios:

1. Raids are easy enough that you don’t need to calculate dps. This essentially means CGC has failed to be challenging. This would be a pretty big fail. If you can just faceroll it with any team comp after a week then what was the point?

2. Raids are hard enough that you need a balanced team comp with optimum dps. They will be hard and take practice, but they will lead to raid leaders coming here a few weeks after the raid launches in droves wondering why they can’t beat the raid and complaining they have no feedback about what they are failing at. At this point they will either require all their members to run an “illegal” meter or they will stop running raids.

Either way, raids will fail without having a way to get feedback on what is happening.

Gear scaling for raids?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Yeah no, if you don’t want to put in the effort to get the gear then raids really aren’t designed for you.

Ascended gear has been available for 3 years now, if you couldn’t be bothered to get it then you weren’t going to bother to learn raid mechanics anyway.

"Shards of Glory" tradeable

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I am tired of the inconsistencies. The WvW and PvE legendary materials are account bound but the PvP ones aren’t? PvP needs people to be playing in it. More so now that there are two game modes and GvG thrown in. Make the shard account bound or change the other items in WvW and PvE to be sellable.

Whatever you do, be consistent. And for the love of Pete, please start monitoring PvP gold gain so that we can actually just play PvP as a viable way for a GW2 income. I have to pay your silly BLTC tax, I should be able to make just as much money as someone playing PvE or WvW. Full Stop.

lol…

Paragraph 1: stop giving us ways to make gold!

Paragraph 2: Please give us ways to make gold!

Everything in PvE is sellable, hence why PvE players make so much more gold than you. Now you are getting the same thing but are complaining about it.

So you can sell the Map completion Legendary item? You can sell the WvW Legendary item? Context. I am talking specifically about the Legendary grade items needed in Legendary crafting.

Yes you can. You can sell the completed legendary, and you can easily buy the WvW item by buying achievement points.

90% of the items are tradeable, the other 10% have slowly been nerfed/removed such that they are so easy to aquire that it doesn’t matter. For instance the WvW item used to require that you WvW, yet now you will get it long before you get a legendary without ever setting foot in WvW because of achievement chests (the points which you can buy through various methods). World completion has had all of WvW requirement removed, and is 1 of two items you can’t directly/indirectly buy. The only other thing for a legendary you can’t buy is karma shards, but those are so easy to get most people are drowning in them.

The shards of glory are both a PvP only item and sellable, meaning more people will PvP AND PvP players will be able to make more gold. It is by far the best solution.

P.S.- we also don’t know if we’ll even need world completion for the new legendary items.

"Shards of Glory" tradeable

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I am tired of the inconsistencies. The WvW and PvE legendary materials are account bound but the PvP ones aren’t? PvP needs people to be playing in it. More so now that there are two game modes and GvG thrown in. Make the shard account bound or change the other items in WvW and PvE to be sellable.

Whatever you do, be consistent. And for the love of Pete, please start monitoring PvP gold gain so that we can actually just play PvP as a viable way for a GW2 income. I have to pay your silly BLTC tax, I should be able to make just as much money as someone playing PvE or WvW. Full Stop.

lol…

Paragraph 1: stop giving us ways to make gold!

Paragraph 2: Please give us ways to make gold!

Everything in PvE is sellable, hence why PvE players make so much more gold than you. Now you are getting the same thing but are complaining about it.

When will we be able to dl the HoT files?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I asked an anet dev last month, and he/she said “all you’ll be doing is downloading a patch, and you can jump right in.”

That sounds promising, but did they say how large of a patch?

no, but my guess would be like a 10-30min download for the patch.

10-30 minutes + 4-5 hours of server crashes, slow downloads, and error messages.

Remember the last big balance patch? everyone tried to download at once and their download servers couldn’t take it. The 200MB patch took many people 2 hours to download.

now imagine that, but 10x worse with 10x more people…

I would plan on at least 5 hours to download the final patch.

Enhanced Squad UI: Update

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I find it funny that the only toxic players in this thread are the ones opposed to dps meters… maybe the reason they were a problem for you in other games is because of you… me thinks it is time for you to look in the mirror to find the source of the toxicity.

Enhanced Squad UI: Update

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Does this mean raids will be unavailable until the new squad UI comes out?

Raids will not launch until a month after HoT to give people time to do the story and get the required masteries without feeling left behind.

Please consider adding a damage meter to the squad UI functionality so we can improve our builds/efficiency. A personal one is fine or a group wide one.

Class unbalance will kill Raids

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I think that the thing that will force the meta is the enrage timer. If you get rid of the timer then raid groups no longer need to enforce specific professions for specific tasks so rigidly. Getting rid of the timer doesn’t get rid of any of the skill requirement, the raid will still wipe if they don’t do the right things at the right time but it will give other professions a look in … and that’s no bad thing in my opinion. Beating the raid should be about player skill, not whether or not you are playing BiS. If groups want to speed clear then more power to them, for a speed clear you’ll need the BiS professions, you’ll need full ascended, and that’s great … and something I’d be interested to see. But dropping the enrage timer while keeping the difficulty high will allow more “casual” groups to win through … they might take a few minutes longer but as long as they have the skill to deal with the challenges, I don’t see why they should be excluded.

Also please anything to get rid of the kitten zerker meta, let’s see some of the other armour types getting a look in!

Odd since of all the guilds that beat the raid boss not a single one used all zerker gear. In fact I don’t think any guild used more than 50% zerker gear. So much for your zerker meta.

Also getting rid of the enrage timer most certainly makes the fight easier and take less skill. The boss can’t kill you if your whole party is in the nomad meta. You can literally just face tank the boss and lightning damage in nomad’s gear with no threat at all. Of course killing it will take 20-30 minutes, but without an enrage timer why bother risking a wipe if you can get a guaranteed kill in 20 minutes.

Raids are for HC-Players | need DPSTool

in Fractals, Dungeons & Raids

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Well you can already see if someone is supporting you or not, you can see the buffs, ress etc but not the dmg done by a player. I sure want a complex DPS tool like in Wildstar too, but I think not gonna happen.

Right, but DPS only matters if you’re struggling. (If you’re winning, you probably don’t care as much.)

At which point, someone’s going to just see that Joe’s DPS was the lowest. They’re not going to care that Joe had to keep rezzing the Zerkers and stacked might on them.

I dunno if Joe did less damage than players who spent most of the fight down then I feel like Joe is still the problem…

But any good DPS meter would also show things like:

Boons applied
Boons removed
Healing down
Rezzes done
Downed
etc

They already have these statistics tracked in PvP, it would be almost no work at all to give us the tools to use them in PvE.

The necromancer's raiding role

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

First off Engi condi dps>>necro condi dps.

About the Mossman: Engineer has ground-target AoE that doesnt require a target, necro needs to have a target for scepter 1,3, life blast, dark path, so engi has uptime on its dps compared to necro. Also it’s a very specific scenario you are comparing which is in favor of the engineer. And it is also a completely useless comparison…

Guys remember Robert Geezus mentioned soft CC will be useful in raids. If a boss spawns countless adds who move fast i would really like a necro to do soft cc/ epidemic stuff.
Not everything is DPS, every class has its own utility, why do we have to compare DPS all the time. The devs have tools to measure DPS much much better than the spreadsheets we make and it’s the easiest thing in the world for them to raise it, there are reasons why they don’t do it.

Also @Lily nice summary great post.

Although I do agree that the engineer’s condi DPS is much higher than the base necromancer’s, I wouldn’t necessarily agree that its higher than the reaper’s. More testing is required.

My estimated guess for whats actually sustained is about 30-35 bleeds, 5 poison and chill. Those are what we can sustain indefinably. However where I get my numbers is from the burst as well as the cool downs. I have gotten up to 40 stacks of poison using corrosive poison cloud and the soul spiral. During that burst the 30 bleeds stick on and I can quickly build up around 5-6 stacks of burning. Throw terror into the mix and you’re adding more damage to the burst. So for burst I’d estimate around 20k, but for sustained I’d say 8-9k at the stabilizing point.

I’m just throwing out rough estimations on that. I have gotten over 40 stacks of poison using my rotation and over 30 stacks of bleeding at the same time with the 6 stacks of burning and chill all ticking at once.

But thank you. I’m really trying to help the necromancer community out. I think we’re starting to get to a really good place and we provide so much more than just damage that I honestly believe that we’ll be one of the best professions for raiding content.

PS: On its own, With food Corrosive poison cloud ticks for about 2k with once the second second starts. So you have about 6 seconds of that damage. Whirling in it to get the 30-40 stacks, depending on how large the enemy is that you’re fighting, you’re looking at around 8-9k damage just from poisons. And getting 30 stacks of bleeding isn’t news for the base condi necromancer, let alone reaper.

I really like the poison burst with reaper. I wish the whirled poison lasted longer though. 40 stacks really only lasts 1 tick, by the second tick it is down to 15 or so, then back down to 6 by the third tick.

I also can’t seem to hit the numbers that other necros do. I think I need to do more testing or improve my rotation. I usually max out at about 25 bleeds not 30, sustained. And taking the time to cast CPC, enter RS, and spin usually drops that down to about 22 stacks.

What I really wish is that there was a way to sustain our bleeds while using RS1 for burn. I can stack burn up pretty high, but it is at the expense of pretty much all my bleeds.

Anyone have a good reaper condi build?

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

http://gw2skills.net/editor/?vRAQNBmWD7kGRo5GsyGwzGgeTsgLYxZxvYZk6M0GiWQXtAwCA-TFCPABlpyTnK/s8iAc5TA4FlgAs/wmqDgkuBSBsoyK-w

Was basically running this over the weekend (minus the ascended gear). Self sustains about 16-17 stacks of burning while in shroud and as long as it’kittenting at least 2 targets that aren’t hitting me can sustain shroud on it’s own. Shroud autos maintain 25 stacks of might and vulnerability fairly easily on top of it to keep both power and condition damage high.

Edit:

Calculated wrong, should be ~12 stacks of burning I think, but you can’t ever leave RS or apply any other conditions to maintain this.

(edited by ZudetGambeous.9573)

Legendary Armor info?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

It should be noted that datamined stuff doesn’t have textures/particles applied so the end result could actually look quite different. I suspect there will be significant texture and particle effects on the legendary armor.

"Shards of Glory" tradeable

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

If you honestly think that 2000 T6 mats takes a similar time commitment as 150 reward tracks then I must assume you are trolling. 2000 T6 mats take ~500g or about 50 hours of play. Not sure how you can compare that to 150 reward tracks… it doesn’t even compare to 20 reward tracks.

I guess the words “personally farm” were obscured by some lint on your screen or something . That you use gold to pay someone else for their time actually getting those items into the economy… would be exactly like buying the new PvP mats from people who are generating them but not using them.

But the time still has to be spent doing it by somebody in both cases.

I’ve actually done it twice. Using only drops, T6 directly, and T5 converted to T6 using mats I obtained by farming.

Using a mix of daily laurels, SW farming and specific location farming, it took me 3 months, and about 150 hours of play to collect all 2000 mats. Didn’t have to spend a single gold.

But as someone else pointed out in this thread the blog actually says they are replacing TS with shards of glory, they never say how many. So I am assuming that is where the difference comes in. We’ll probably get 5-10 in each bag making it much more reasonable.

The necromancer's raiding role

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Not trying to challenge anything Was honestly curious as I didn’t try to do any condi reaper, was having too much fun blasting out 20-30k gravediggers in the time I had to play.

But, we’re talking about raid roles right? Why bring up solo?

I’m honestly just curious to hear more about Condi Reaper, if it’s described somewhere a link would be cool, or just explain it a little more I’d be interested to know. I imagined it was more of a hybrid with a lot of RS spam doing decent physical and decent condi, sounsd like I was wrong on that. It sounds pretty powerful, MUCH more powerful than what I’ve seen from Condi Necro. Obviously the stack numbers you posted can’t be maintained, otherwise you’d be pumping out 22k in condi damage.

Did reaper bring condi damage for necro up to a viable level?

And it’s not about Engi being able to burst 20k in conditions, it’s about being able to maintain a high level of DPS once they get rolling (takes a few seconds) that is theoretically able to average out to 20k (emphasis on theoretically as I haven’t seen someone do it yet, it’s just on paper).

Except a condi engineer can’t sustain 20k DPS. Its closer to 7k. MAYBE 10 if they’re extremely good with the rotation but that’s pushing it. I have the good sense to admit that that sort of sustained DPS isn’t actually possible. Especially considering that the current meta says that full berserker is expected to do around 15k sustained DPS. Which also isn’t actually possible. 12k is possible maybe 13k, but pushing up to 15k far far beyond what any profession is reasonably capable of.

Also I bring up solo play, such as soloing Mossman because it gives us a base to talk about what DPS someone is actually doing. We know how much health mossman has and how long it takes you to kill it. In order to be doing 20k DPS you’d actually need to be able to solo kill mossman in a 50 in about a minute and 30 seconds. In the best case senario if we assume the mossman has 2 million health 4 minutes is about 8k DPS on full glass berserker stats. The community has unanimusly agreed that berserker is the highest possible DPS. And I don’t even think Mossman has even 2 million heath on a 50. However I don’t think its even that high so we could be looking at 6k or even as low as 4k DPS. Now if we also calculate for the fact that Mossman stealths into that calculation dropping the damage you can maybe calculate 10k in an ideal situation. Though looking at it I’d say closer to 9k.

So the reason to bring it up is to give you an idea just how incredibly off people’s DPS calculations actually are. With my reaper condi rotation. I expect that I’ll average around 8-10k with a burst of maybe 20k. Which that short burst would bring me up a bit. I’d have to calculate it a bit further but conditions have higher ramp time than berserker does and their damage is back loaded. I’ve used the example just to point out the flaws that the community has about DPS. They think they’re doing 20k-30k when in reality they’re doing closer to 6-9k.

Why I bring up my experience with fractals while soloing is because I looking for uses for mechanics in high tension situations. I’ll bring a single party member or a 3rd simply to further test high stress situations. We want to see how these skills can be effective in the encounters without actually cheesing the system by stacking or abusing line casting.

Basically I’m doing my research!

Of course you left out the fact that the best necro solo of 50 mossman is 50% SLOWER than engineer. so if engineer is “only” doing 9k dps then necro tops out at 6k.

So after all that typing we are back to the same point, engineer dps >>>> necro dps

Wow we do terrible dps...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

How much damage would minions do if you take them? From the vale guardian fight, the player pets/summons do not take aoe damage it seems and they can survive for basically the entire fight. How much of a boost would it be?

The biggest problem I see with minions is that they “steal” healing. Since all spells and buffs are limited to 5 “things” you could end up in a situation where your tank dies because all the healing went to your 5000 minions. I believe this can be mitigated by subgroups taking priority, but i’m not sure, do players always get priority over minions?

But since there is no minion limit, and they can be healed you could actually get up quite a bit of DPS from a minion horde. However I doubt they will be as good throughout the rest of the raid when there are multiple enemies and they do take AOE damage.

I’d love to do more practical dps measurements but it is very hard without a dps meter. Theoretical at least gives you a cap to compare, skill ceiling aside.

The necromancer's raiding role

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Few questions. Reaper Condi build, if it’s doing 12k dps, how much of it is condi?

See that’s a big reason Engi was stacked in raids, they fulfilled the condi damage requirement of some enemies the best in the game.

You’re completely right Lily though, that 20k is just a theoretical number. It drops quite a bit in practice (seeing more like 12-17k personally if I’m executing well).

Range DPS is something to note, Engi has to revert to nade spam or mortar spam at range, which you’re looking at about 60% damage in Power build (roughly 10k dps) which isn’t that much more than DS spam with wells. In condi I’m not sure but I’d imagine the same at best, again, not that much higher than Necro.

That all said, Condi necro needs a LOT of help. Power Necro seems to be in pretty decent shape, especially Melee.

A full condition reaper does very little direct damage. Scepter does pretty much 0 direct damage. Your best direct damage source is RS1 when trying to burn stack, which in sinister gear can probably provide 3-4k(?) direct dps. I don’t really know as I didn’t have sinister and was wearing rabid gear. But if you stay there you lose out on all your other conditions pretty quick.

My groups did have at least one engineer and ele in each group, and one had another reaper so I might have run into the worst case scenario chill wise. I personally still think the chill cap should be removed in PvE. I see no good reason for it.

The necromancer's raiding role

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

@Zudet: how did you calculate 25% up-time on your chill in a raid? I just looked through the list of abilities/utilities/traits that apply chill, and I’m curious which ones are actually being used regularly.

Here are the Necro abilities that inflict Fear, and their durations based on the following thrown-together build:

http://gw2skills.net/editor/?vRAQNArYWCO3YJYwiHiNxoI1VYK8riSABgIAA-TRBMABnq+TqK/eZ/gR1HAwCCkCAmpRA-e

Staff:

Chillblains: 7 seconds. 16 second cd.
Reaper’s Mark: 5.25 seconds. 32 second cd.

OH Dagger:

Deathly Swarm: 3.5 seconds (5 second icd on trait). 18 second cd.

Reaper Shroud:

Death’s Charge: 3.5 seconds (5 second icd on trait). 6 second cd.
Terrify: 5.25 seconds. 20 second cd.
Executioner’s Scythe: 2.25 seconds. 30 second cd.

If Chill is really doing it for you, you can use Spectral Grasp to give another 7 seconds of chill (and a quick 16% LF). Chilled to the Bone! also gives 10.5 seconds of Chill you could use if you needed it, unless Lich is higher DPS even with a condi build (or maybe Flesh Golem? I’m assuming Plague is terrible for PvE DPS).

In short, I’m a bit skeptical about a 25% uptime.

This is the list of attacks/traits/utilities that apply Chill. Which of these are the real offenders in your raids?

https://wiki.guildwars2.com/wiki/Chilled

Weakness, chill, blind, fear, all things the bosses are completely immune to in raids. These offer no benefit in raids and should not be considered control in the raiding environment.

I think you’re mistaking “raiding” for “Vale Guardian”. Who knows how these conditions might be useful as encounter design evolves?

25% uptime is because of the chill cap, not because of my personal uptime. Solo I can get 100% uptime.

After 5 chills (any duration) are applied to a target, no more chills affect that target until 1 has fallen off, and then the next chill applied sticks. so if an ele does 5 stacks of 1s chill right before I do a 15s chill, there are 5s of chill on the target and no chill damage and my 15s of chill is now on CD. Due to other classes, and our class applying chill pretty often in groups of 10, I found I was running into this cap continuously and not applying my chill damage. 25% is a rough estimate of how often I saw the chill damage indicator pop up, nothing scientific.

As for control conditions i’m not very hopeful. Anything that those conditions effect can be CC"d, which is much stronger than those effects. Anything with a breakbar is immune rendering them useless. Consider druid who has 30s of daze on 20s of CD. I’d much rather AOE daze a group of enemies then apply weakness to them if they don’t have breakbars.

Breakbars need to be reworked for our effects to be useful. I see no reason that 100% protection uptime is considered ok but 100% weakness uptime is considered bad.

Wow we do terrible dps...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The numbers don´t lie.

The numbers don’t lie, you are correct. But people very often misinterpret/misuse them. It’s like the telephone game, only far, far worse.

@Zudet: I’d be interested in seeing the sheets that perform the calculations. I’d also be curious to see an analysis on how realistic it would be to reach this theoretical limit, and how much of an impact mistakes/latency/bosses moving/boss mechanics would have.

Jerus gave me the calculation, he should be able to provide you with the details:

https://forum-en.gw2archive.eu/members/Jerus-4350

I’d say it is neigh impossible to reach this theoretical limit. It is a 48 skill rotation that requires aiming individual attacks. Not feasible in a raid. However there are simplified versions that do about 70-80% of the dps which are quite easy to reach, and you can probably get up to 90% efficiency if there are stand still burn phases (like the split part of vale guardian).

Vale Guardian: Nerf HP slightly, Buff dmg

in Fractals, Dungeons & Raids

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

They beat the enrage timer in suboptimal gear after 1 day of trying by over a full minute… the boss needs more HP if anything not less.

More damage doesn’t change anything. Damage is mostly mitigated not absorbed.

"Shards of Glory" tradeable

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

What did I miss? You think it’s insane to have to do 150 tracks. I said you’re not the person who gets to decide. And I don’t see 150 tracks to be any more odious a grind than personally farming 2000 T6 mats so its not like the precedent isn’t there…

I am the person who gets to decide if I do it or not. The dulfy video shows that it takes 100 shards to do stage 1 precursor crafting. There are 3 stages, it is a pretty safe assumption they will need similar things/cost per stage.

The devs said in their blog yesterday that you get 2 shards per reward track.

I’m not sure what you are disagreeing with here. These are the numbers they showed to us…

If you honestly think that 2000 T6 mats takes a similar time commitment as 150 reward tracks then I must assume you are trolling. 2000 T6 mats take ~500g or about 50 hours of play. Not sure how you can compare that to 150 reward tracks… it doesn’t even compare to 20 reward tracks.

The necromancer's raiding role

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

DPS:

Engineer dps calculation:

http://i.imgur.com/gUGC1KJ.png

Give me a condition necro build that can do even 75% of that and i’d consider it competitive. I doubt you will be able to even get past 50% though with our current numbers. We are simply not competitive dps wise. You can keep claiming otherwise, but at least on the condition front it is simply not true.

Direct dps looks better, but certainly not at range. Not sure how you can claim that ranged DS spam is good dps. I’d like to see some calculations on that because I simply don’t believe it. Gravedigger sub 50% dps is actually pretty decent at this point, that may be our best bet for a direct damage raid slot.

You talk about chill damage, but chill is worthless in its current form. I tried it in 3 different raid groups this past BWE. I found it had a <25% uptime due to the chill cap and our short duration. I was unable to get higher than this even though I was the only reaper in 2 of the 3 groups. Other classes apply chill through random attacks and traits and consistently hit the cap in a group of 10. I switched this out for blighters boon in every group after a while to get better sustain.

Tanking:
This is probably our best role, I actually agree with most of what you said here, I think we will be decent tanks after listening to different people and trying different builds.

Control:
Weakness, chill, blind, fear, all things the bosses are completely immune to in raids. These offer no benefit in raids and should not be considered control in the raiding environment. The chill break bar degen was either broken or worthless in the last BWE, having perma chill on the boss had no effect on the break bar. Additionally it needs to be broken within 10 seconds, so any small degen is not worthwhile anyway. We do a decent job of breaking break bars though, with 2 fears, and a stun. This is comparable to other classes though and not really a bright point.

Boon corruption, unblockable and boon strips may be things we are liked for, time will tell, though for standard boon corruption a mesmer will be much more wanted, or necro will have to specifically trait for corruption on RS2 to keep up.

Healers make transfusion fairly silly looking. You will have a dedicated healer in all raid groups and they can do what transfusion does in less than a second with no CD. I suppose if you want to have a group with no healer and everyone needs to bring their own healing then transfusion may be worthwhile, but I don’t think that will be the norm after playing with healers this BWE.

Wells have some interesting possibility and I think they could see some good use in raids, so I agree with you there.

"Shards of Glory" tradeable

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

So obviously there are either more ways to get them, you don’t actually need 300, or Anet made a horrible mistake somewhere.

Or your expectations for how hard they will be to assemble are simply wrong.

I’d quote exactly what I just said but you already did that and somehow still missed what I said so I don’t think it would help…

"Shards of Glory" tradeable

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Then legendary crafting is a NO NO for me, I will not stand for being forced to play PvP by anyone. Ascended will have to do.

Bwahaha, now be happy. You can buy the PvP-Stuff. If you want more, I have no idea how Anet can help you. Like many others here and in other discussions pointed out: its a legendary journy, not a I only do what i want to do and get the best looking shiny journy.

The outcome of this depends on the quantity needed to complete a legendary.

You only get 2 per reward track it seems. If you need 10 then they probably won’t be too expensive. If you need 100, then I suspect they will be 100+ gold each.

It seems that you will need 100 shards of glory for tier 1 of the precursor. (Source: http://dulfy.net/2015/09/26/gw2-twitchcon-legendary-journey-in-hot/ look into the video, the screenshot is not the best to see how many you will need) Abou the quantity you will need for the other tiers of the precursur we only can assume. I think it would be possible to take 300 for a full precursor. That would be 150 full rewardtracks. I must say, really not bad.

Maybe Anet trys to make the ressource-aspekt of the pre-collection optainable for all game mods. I mean if a PvP player whats to do the pre-collection to craft a pre, he must get (Spiritwood Plank for example) somewhere. In most cases, they will more likly buy them, then spend there time in PvE farming for those. So the PvP player gets something he can sell to buy other parts he wants. It sounds like a fair deal. I hope WvW will get something along that line.

if you only got 2 per reward track then 300 would be insane. No one would ever get a legendary. you get 1.5 ticks of a reward track per win. There are 40 ticks per full reward track, or 27 wins per reward track. That is 1 shard for every 13.5 wins. Each match is ~15 minutes in total duration. That is 200 minutes per shard, or 1000 hours of PvP just to get the shards.

Shards would cost upwards of 100g each, making precursors cost more than 30,000g each.

So obviously there are either more ways to get them, you don’t actually need 300, or Anet made a horrible mistake somewhere.

Wow we do terrible dps...

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Just to help along the few people who think we do good dps, here is a calculation I got from the engineers:

http://i.imgur.com/gUGC1KJ.png

To summarize:

Necro(condition):
1k direct dps
6k bleed dps
2k poison dps
1k torment dps

total: 10k dps

Engineer(condition):
3.6k direct dps
6.8k bleed dps (can burst 14k ticks)
700 confusion dps
1.2k poison dps

hey look we do comparable dps…. oh wait forgot one…
8.6k burn dps…

gg

Class unbalance will kill Raids

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The biggest problem is burn. Burn needs to go down 20% and bleed needs to go up 20%.

This would bring down the burn giants, and bring up some of the lowly bleed based classes.

Necro in particular relies heavily on bleed making it one of the lowest dps condition classes.

Sinister engineer just needs a nerf overall, since it has high burn, high bleed, AND high direct damage.

Druid will certainly be nerfed, saw lots of videos of druids winning 4v1’s lol. Which should give a bunch of different healing options.

http://i.imgur.com/gUGC1KJ.png

Optimal rotation.

3.5k direct damage, hardly high considering

6.8k bleed DPS, yes it can spike high with shrapnel grenade even as high as 14k, but still you average down to 6.8k

8.6k burn, which is again why I say that a nerf to burn would be a slight hit to engi but with a paired bleed buff it’d balance out ok, but also help other professions raise their standings.

Lastly…. This is all theoretical. This rotation is one I haven’t seen someone able to record fully. 70% is probably what I’m able to achieve if that. I’d be impressed if anyone would even recite the rotation in order let alone pull it off.

Anyways I think the Engi hate is a bit overexaggerated by theoretical numbers. Anyone who thinks otherwise is free to record themselves pulling off the perfect rotation

It takes a lot of skill to pull off the full rotation, but there are really just 4-5 priority skills that make up 80% of that dps. Sure it is hard to get the last 20%, but you can get most of the way there with much less work.

Even still, those numbers are just crazy. Necro the “king” of bleeds can only get to ~7k sustained with 9k burst bleed. And they have to sacrifice all burning damage to get there, and they do no direct damage (about 400 dps). They do get ~1.2K dps from poison with 3k poison burst, and 1.5k torment (moving).

But they are a far cry from engineer.

Wow we do terrible dps...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

um. necro shouldn’t be the top tier DPS. the damage you can crank out of them is amazing, but it should not be top tier.

the difference is, none of the other top tier condi DPS builds can heal themselves while doing damage. Necro is about sustaining and efficiency, not burst, and always has been.

Pressure, pressure, pressure. Battle grease. Necromancer is simply less risk in a glass cannon fight.

Also: are all these numbers taking into account life stealing?

Thiefs can heal themself via crits too if they make tons of dmg… Where is there the argument? S/P 3 -> Evade + critheal (trait) + invis + blind on pistol end other weapons +x + y

Don’t warrior and guardian have heals that heal you the more damage you do too?

"Shards of Glory" tradeable

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The outcome of this depends on the quantity needed to complete a legendary.

You only get 2 per reward track it seems. If you need 10 then they probably won’t be too expensive. If you need 100, then I suspect they will be 100+ gold each.

Anyone have a good reaper condi build?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Necro/Reaper is one of the worst classes for condi build.

Completely wrong now. Reaper adds an option for a condition build with damaging chill and insane amounts of bleed and poison. Rabid Reaper is new meta

Lots of flashy animations, but dps is only slightly better than before.

Chill is very unreliable and is almost always overridden in groups of more than 4. Not worth taking in PvE at the moment.

Bleed is unchanged, decent dps but not top tier. Generally getting around 6k ticks on average, can sometimes pulse up to 8k for 1-2s.

Burn is better with the faster attack of RS, but in order to get good burn dps you need to camp RS and just spam AA, losing all your bleed stacks. Net dps loss over bleed stacking, but it does have the advantage of much fast ramp up time for burst and tight groups.

We get decent burst with CPC + RS4 for poison stacking. Can get up to 30 stacks of poison, but they only last 2-3 seconds before dropping back down to an average of 6 stacks or about 1.2k dps.

Definitely not META, not even in the same league as condi engineer or ranger. Not as good as Bezerker hybrid or condi mesmer for dps either. I’d rank us kitten or 6 as far as condition dps goes.

However, we have by far the most sustain out of any condition dps build. We will pretty much never die. Of course this isn’t all that great since no one dies in PvE anyway, even in raids people aren’t going down after 2 days of practice.

Medium dps condition tank may be a thing for reaper though. Swap LC for PC, swap deathly chill for blighters boon, full rabid gear, and you should be able to stay up for a while.

Class unbalance will kill Raids

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The biggest problem is burn. Burn needs to go down 20% and bleed needs to go up 20%.

This would bring down the burn giants, and bring up some of the lowly bleed based classes.

Necro in particular relies heavily on bleed making it one of the lowest dps condition classes.

Sinister engineer just needs a nerf overall, since it has high burn, high bleed, AND high direct damage.

Druid will certainly be nerfed, saw lots of videos of druids winning 4v1’s lol. Which should give a bunch of different healing options.

PvE Runes for Reaper?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Due to the much higher poison you get from RS 4, I am thinking of switching from runes of the krait to runes of the afflicted. With those I would get:

100% Bleed Duration
65% Poison Duration
70% Chill Duration
50% All other durations

I think that is the best I can do rune wise.

Regarding Raid Role

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Reaper can certainly tank the vale guardian, one low damage hitting mob with slow movement speed, even my thief could tank vale guardian.

However when you have 5 bosses hitting you at once, or one boss doing 10K+ hits I doubt reaper/necro will hold up as a tank.

Wow we do terrible dps...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

A 48 skill rotation, eh? They use 48 unique abilities to maximize their DPS? Apologies if I seem skeptical, it’s because I think you’re exaggerating for effect.

And even if they did, it would probably look something like this:

5, 4, 3, 2, Utility 1, 5, 4, 3, 2, Utility 2, 5, 4, 3, 2, Utility 3, 5, 4, 3, 2

Rotations are fundamentally basic, even if you’re using 48 skills. And if you’re only using something like 6, it’s hardly more interesting than if you’re using 2-3. That’s how I see it anyway. GW2’s combat seems to cater more towards PvP with complexity. For PvE, they should focus interesting mechanics on the fights themselves, not necessarily the damage rotations.

http://metabattle.com/wiki/Build:Engineer_-_Condition_Grenadier#Usage

Nothing basic about it. They have 5 skill bars they need to cycle through and 30 CD’s to manage. If they can pull it off then they deserve their high DPS.

Meanwhile necros are reduced to spamming 1 skill for maximum effect.

Lengendaries with crafted precursors?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

No they can still be sold. Only the new HoT legendary weapons will be account bound.

Regarding Raid Role

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Lack of vigor, lack of protection, lack of invuln, lack of block, lack of resistance, lack of armor, lack of healing, lack of being able to receive heals.

Those are the main reasons, i’m sure there are other less obvious ones.

We can certainly tank short term until we need to go into shroud, then we can’t be healed and our shroud slowly runs out then we pop back out with no health and no way to stop damage, then we die.

That Raid and Zerker....

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I’m not understanding why replacing 1 timer with 2 timers makes a fight any more interesting?

How is it better if there is a 6 minute timer to soft enrage and then another 2 minute timer until it builds up to the point of hard enrage, instead of just an 8 minute timer?

Enrage is obviously needed for reasons stated in pretty much every one of these threads. What does it matter if that enrage is a 2 timer or 1 timer enrage? Doesn’t seem to add anything to the fight. Even with the “hard” enrage you can still survive another 10-20 seconds if you are on top of things.

Primarily, it opens up play styles.

Hard enrage leans toward the usual high-damage groups. Pitch the healers, they don’t do enough damage anyway. It’s a valid playstyle, don’t get me wrong, but it’s also poor narrative and limited design.

Soft enrage and progressive difficulty lean toward the balanced and support-oriented groups that can allocate resources to manage pockets of difficulty while the core group retains focus on the objective at hand.
It’s the difference between maybe 10-20 seconds of hard enrage and a 60 seconds of valiantly holding off a tide of death and squeaking out a win.

All you have described is extending the enrage timer for less skilled groups. It doesn’t matter if the timer is 8 minutes hard enrage or 6+2 minute soft enrage. If the group couldn’t do it in 8 minutes then they can’t do it in 6+2 minutes either.

Wow we do terrible dps...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Necros are great at applying conditions. Anet has repeatedly said that necro is meant to bring conditions to the team.

is this a joke? Necro has access to a high VARIETY of condis, they are NOT great at applying them them though relative to other professions. Condi Warrior, Engie, Ranger, Rev beat Condi Necro.

Lol…
/15 char

Engineer trolling? Or just never actually played necro?

I just find it amusing because he seems to imply that it is bad. Sure there might be better in terms of output but does that somehow make what necro has bad? really? we are going back to that type of argument? combat is a lot more complicated than damage vs damage comparisons. I was just saying You can have your condi damage and then slide in the occasional (x)k gravedigger. Wouldnt you say its a good thing there is so much damage in one attack that you dont need to worry about staying in melee for so long to do high direct damage.

If our entire class is boils down to using 1 skill to achieve high DPS then Anet has utterly failed our class.

A full condition build takes significantly more skill to execute over pressing 1 button over and over, yet it does significantly less dps, and offers no additional utility against the new defiant bar boss meta.

Well that is pretty much what everyone does for all classes to judge what they can do… o.m.g warrior can do x damage in x seconds.. well.. that’s only because of x skill.
Engi does x burn ticks… err mostly cos of x skill.
That’s why there is soo much down time between “big damage” cos they rely on one skill. Where as Reaper has more than one skill to hit big.
For example. RS (1*) 4 n 5 GS 2.
Then if you want to add other skills that leads to big hits we got RS (1**) 5 GS 3 n 4

()= When including Burning via trait
(
*) = When including Might via trait

Saying we only have 1 skill for big hits and because of that it’s closed minded and pathetic when you don’t include how other professions play as well.

Well engineer has a 48 skill rotation, so yeah…

Warrior dps comes from rotating utilities, and using all of their attacks in addition to using their class skill asap, and for many builds swapping weapons as often as possible.

the class that comes closest is ele which can obtain ~80% of their dps using just 3 skills on staff, but their other high dps build (D/F or S/D or S/F) have 20+ skill rotations.

Reaper Shroud is very low dps (below even dagger auto) which is my point. That requires 3-4 skills and uses combo fields, but does bad dps again. Meanwhile SPAM GRAVEDIGGER is literally our best dps.

My condition reaper does Scepter 2→ dagger5→ CPC→BiP→Scepter 3→Dagger 4→ Swap to staff→ 2,3,4,5 → RS→ RS5,4,3,2,1 → RS1 until weapon swap off CD → Staff 2,3→ Weapon swap → Scepter 1

Yet this rotation does only 60% of the DPS as GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER GRAVEDIGGER

Does no one else see a problem with that?

Wow we do terrible dps...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Necros are great at applying conditions. Anet has repeatedly said that necro is meant to bring conditions to the team.

is this a joke? Necro has access to a high VARIETY of condis, they are NOT great at applying them them though relative to other professions. Condi Warrior, Engie, Ranger, Rev beat Condi Necro.

Lol…
/15 char

Engineer trolling? Or just never actually played necro?

I just find it amusing because he seems to imply that it is bad. Sure there might be better in terms of output but does that somehow make what necro has bad? really? we are going back to that type of argument? combat is a lot more complicated than damage vs damage comparisons. I was just saying You can have your condi damage and then slide in the occasional (x)k gravedigger. Wouldnt you say its a good thing there is so much damage in one attack that you dont need to worry about staying in melee for so long to do high direct damage.

If our entire class is boils down to using 1 skill to achieve high DPS then Anet has utterly failed our class.

A full condition build takes significantly more skill to execute over pressing 1 button over and over, yet it does significantly less dps, and offers no additional utility against the new defiant bar boss meta.

Wow we do terrible dps...

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Necros are great at applying conditions. Anet has repeatedly said that necro is meant to bring conditions to the team.

is this a joke? Necro has access to a high VARIETY of condis, they are NOT great at applying them them though relative to other professions. Condi Warrior, Engie, Ranger, Rev beat Condi Necro.

Lol…

/15 char

Engineer trolling? Or just never actually played necro?

So about silk

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Halloween has traditionally been a pretty big cloth faucet. If that hold true this year then silk prices will fall pretty quickly.

The biggest variable is HoT. There is a LOT of new stuff coming with HoT, and we know pretty much nothing of the requirements. The economy is going to undergo some pretty big shifts over the next month, so get ready for a rollercoaster ride.

I forget, what’s the cloth faucet on halloween?

Trick or treat bags mostly, and all the stuff in the maze.

So about silk

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Halloween has traditionally been a pretty big cloth faucet. If that hold true this year then silk prices will fall pretty quickly.

The biggest variable is HoT. There is a LOT of new stuff coming with HoT, and we know pretty much nothing of the requirements. The economy is going to undergo some pretty big shifts over the next month, so get ready for a rollercoaster ride.

That Raid and Zerker....

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I’m not understanding why replacing 1 timer with 2 timers makes a fight any more interesting?

How is it better if there is a 6 minute timer to soft enrage and then another 2 minute timer until it builds up to the point of hard enrage, instead of just an 8 minute timer?

Enrage is obviously needed for reasons stated in pretty much every one of these threads. What does it matter if that enrage is a 2 timer or 1 timer enrage? Doesn’t seem to add anything to the fight. Even with the “hard” enrage you can still survive another 10-20 seconds if you are on top of things.

No place for Reapers in raids/dungeons?

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

High-end PvE should be a difficult, real-time puzzle that changes depending upon actions taken by individuals and teams.

It should be a mixture of (1) tPvP where players need to know what every profession and specialization needs for support with (2) highly-intelligent proactive and reactive AIs aggressively countering a team’s strategy while also having specific strengths and weaknesses players are expected to memorize and build for.

Do the raid bosses dodge red circles or attempt to interrupt big attacks or heals? Were they immune to lightning while the break bar drops faster to blind than any other condition? Did any boss corrupt one type of boon like fury and strip other types?

I’ll say if that was how high end PVE was defined I’d not be doing high end PVE. What you describe is taking PVP and making PVE to replicate it. They’ve very different entities.

The main difference is that I’m not going against a player. It’s not skill vs skill, it’s skill vs mechanics set up to activate either statically or randomly in a way to challenge the player. When randomness doesn’t give you counter play so that you can overcome it with skill, well it’s just silly. Randomly evading bosses are dumb. Ones that intelligently evade can be manipulated and it’d be another form of CC. I could go on, but I think that what you describe is great for PVP because it’s skill vs skill, if you get interrupted/dodged its’ because taht player was good enough to answer your tell, in PVE it’d just be either random or manipulatable and naw, that’s not good design.

AI that behaves more like player is good design. You issue seems more like you want content that can be conquered easily after countless repetition.

I guess that makes sense. PvEers want “difficult” content in a sense that they want content that will challenging for a couple of days.

AI behaving more like players would be really boring… Fighting off point, spamming 1 skill over and over, going off to solo something for no reason, rage quitting mid fight…

No thanks, I’d rather my interesting and engaging mechanics with tight timers and good teamwork required.