(edited by arcdash.4039)
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Well mace hands down is a very tanky main hand, and from what I hear focus is the go to secondary. It gives you 4 blocks, multi-hit blind, and a decent amount of healing.
I, being a lil rebel, use the shield because I like Shield of Awesome, but its only really effective against hordes of small enemies, and only helps for a second or so.
Well the passive for Warrior’s elite signet isn’t all that great either, its just a slight increase in overall adrenaline gain. The main reason to bring that thing is for the active ability.
What would we Guardians want in an elite signet? What would a good passive be, and what would a good active be? Also, should the recharge be a long one, or a short one?
I’m going to start this off by saying both the active and passive should involve mobility. For the passive, there are many non-elite signets for other classes that boost mobility, so doing it for an elite should, in theory, be okay. As for the active, swiftness and/or vigor to allies would be pretty awesome all around, or maybe even a small burst of quickness to everyone.
Once again, those are my top options for an elite signet, if you’ve got suggestions for either a passive or an active ability, feel free to post it, and I’ll add it to the OP.
Passives:
Minor speed increase
Actives:
Swiftness/Vigor (there are already a number of utilities that do one or the other)
Quickness
Vard.5621The player is stuck with Vegemite, and the realization (which may not dawn for some, ever, out of denial or what have you) that the personal choices at character could have been facerolled and it all comes down to blasting an existential threat out of the sky with a blimp in about as much time as it takes to make a spot of tea. My personal storyline reward in the end (and likely that of others) is a Masterwork backpiece, a sandbox environment where I get to play with exploding undead chickens, and the vague recollection I did it all on behalf of a sodding turnip.
Yahtzee couldn’t have put it better. All the things we dislike wrapped up in a humorous package.
Archer.6485I don’t get it. It’s like people don’t even know what they want. People in general say this game is for casuals yet most people haven’t even come close to completing all the explorables.
You say dungeons are boring because you’re just hitting the boss for ten minutes and there’s nothing to pay attention to yet AT THE SAME TIME you’re complaining about how you’re constantly getting killed by abilities that you didn’t even see coming.
You say the mechanics are broken but then a guy shows up who completed the dungeons and wants to help you out and you guys start insulting him by saying that he’s an elitist and how dare he give you advice cause you guys already know everything there is to know about the game and if you’re dying it has to be the broken mechanics and nothing else.
Large hp bars and one shot attacks from bosses have been present in every mmo dungeon I have ever played and you’re all acting like this was something that only happens here. I don’t even know how to take you seriously anymore.
Thats because we are individuals, we do not share one opinion. I’m perfectly okay with bosses with craptons of health. Especially since they’re the ones that drop all the shiny bits. Most of the bosses have some kind of interesting mechanic to go with them.
What I’m not okay with is the random spawned baddie that doesn’t contribute anything to the difficulty. He just sits there taking hits. In most MMOs…at least the few I know about…the random baddies don’t have this kind of health, and there isn’t just one of them either. Often its huge swarms of weak monsters that your team has to take on. The single high health baddie is much less interesting than the otherwise.
Have any of you even read the OP? You guys seem perfectly okay with a slow paced game. Do you like spending extra time on stuff? I for one don’t, there’s a difference between having a hard area and simply having a lengthy area. These areas aren’t even that long, its often jumping from one boring fight to the next. The bosses are at least interesting, with there different techniques, but the random bad guys that A-Net added just to stretch out a short area really don’t contribute to dungeons.
You know those random bad guys who can tank 5 players and need a coordinated effort to take down? More often than not they’re not even hard. Having some random non-boss be able to absorb that much damage doesn’t make the dungeons any harder, it just makes them take longer. It just slows the whole dungeon down to a halt for a while as you’re piling damage and conditions on to one guy, a guy who outside the dungeon would have been dead long ago.
Tercian.5709People will always find a way to by pass stuff in a game.
That’s the job of the compagnie to make sure this kind exploit (if we can call this this an exploit) never happen.
That said Anet realy need to buy some beta tester because right now we ARE the player the beta tester for GW2.
The game is so full of bug that when we found a short cut to get what we want it’s an exploit.
Excuse me but this is a lack of coding and testing.
I found alot of bug and its so funny to come here on the forum to see after X day after the release they just realized the bug or exploit.
I love to explore the map like any one else in a MMO only to find some kittench.
But I dont share them because its not my job to do it.Just my 2 cents.
You must not understand coding too well. With a program as large as Guild Wars 2, there will always be bugs. They had 3 beta tests which did weed out a whole ton of bugs, but there will still always be more ready to pop up. There’s been plenty of coding and testing done, but there will still be plenty of bugs in the years to come.
A-Net has made it clear that even if a bug exists, it shouldn’t be exploited, and rather, it should be reported and avoided. Hell, it probably mentions this in the ToS. Sure, its there responsibility to fix it, but they can’t fix it if they don’t know it exists. Its exploitation because even though people know its not supposed to work that way, people are doing it anyways.
By the way…should I assume English isn’t your first language? I had trouble following some parts.
Is this just for convenience purposes? Sure why not. But…paying 2 gold for something that you could pay 4 silver for would seem kind of like a waste. Most people probably wouldn’t even use this feature.
Get rid of the constant diminishing returns throughout the game!
in Suggestions
Posted by: arcdash.4039
What I don’t get is…if A-Net is so anti farming, then why does all the cool armor cost so much Karma? People will have to farm for that kind of stuff. This anti-farming code just makes the process longer and more arduous.
Dude, its okay if the actual named bosses have a ton of health…because they’re the ones that drop the shiny stuff. That is excusable.
But why is it that the random spawning baddies have tons of health? They don’t contribute to anything, they aren’t even all that difficult, they just have tons of health and slow the whole thing down. There’s no reason a random guy should be able to tank 5 players who clearly aren’t going to die.
What kind of upgrade is worth risking destroying a legendary weapon?
I kind of agree with this. I can accept the boss guys having tons of health, but why do the random enemies in dungeons often have way more health than they should? The high health is unnecessary, it doesn’t make dungeons harder, only longer. The high damage is enough, and…there should be more of the weaker enemies than two guys with a metric crapton of health. Why should a random guy have more health than his PvE counterpart? He’s still just some random guy that’s going to get murdered because he isn’t a boss, and he’s…not even anything special.
So in short, the cannon fodder should stick to being cannon fodder.
Time is not free, even if someone is willing to work free, it is still costing them time. This is time they could potentially be spending doing something else, so the value of their time could be somewhat expensive.
Dish, if I had the money, I would do more than half of those things.
It should be changed…not buffed. There is no flavor to this skill at all, its just a heal. It should do SOMETHING else, ANYTHING at all. Like…maybe give you a boon, or maybe some kind of teleport to safety, just something to make it interesting. As of now its a boring skill.
What kind of a battlecry is a high pitched squeak?
Whenever I’m using a Greatsword and just swinging it around with the #1 skill, half the time my character gives out a really high pitched squeak. Is it supposed to be a grunt or something for swinging around such a huge weapon, because it sounds more like a screeching cat or a bird of some sort. The other half the time the character at least sounds human, but that noise is starting to weird me out a bit.
Well at least everyone agrees that Shield of Awesome needs a recharge time reduction.
I still don’t quite get why Shield doesn’t have any blocking while the Focus does…but that is more a question of logic than anything.
Zeal does have minor traits for symbols though, so Zeal/Honor might be what you should aim for. Zeal gives you extra damage and vulnerability, Honor gives larger symbols, longer lasting symbols, or healing symbols, in addition to the afformentioned recharge reduction.
I’m not sure Guardians are supposed to be all that good at range. With the Staff being somewhat weak and only good at medium range, and with the Scepter being unreliable with its slow projectiles, I can only assume this was on purpose.
Nope. I think the lack of ranged options on Guardian might be by design, and for that reason, I want it to stay that way.
As for guardians…Tome of Courage is uncontested as far as heals though, but as for bar slot #6, most swear by Signet of Resolve. You can lower its recharge to 32, and it heals for twice as much as Shelter, which has a 30 recharge. Ohh, and its passive removes conditions.
Every once in a while you’ll find one who uses Healing Breeze, but its mostly Resolve.
The problem is that it gets broken every time it updates. There’s a small window where it works after each update, but it has always broken again eventually.
Would this happen to give back all of your endurance? For the record…each one gives you 50% back every time you switch, and it doesn’t trigger more than once every 9 seconds.
SO IN CONCLUSION: Shield of #4 needs a little more oomf, a little extra ability and utility. I personally like the Aegis idea…because its a shield, it blocks. And then just say the protection gets applied after the Aegis ends…if thats possible. As for Shield of Awesome, most agree it needs a simple recharge reduction.
The only reason hammers need love is because Banish has too long of a recharge. Can’t run around knocking enemies everywhere because you’ve got to wait, you usually only fire off one in a fight. And that won’t happen, because balance > fun. Other than that, hammers are fine.
You’d think the people who did the 10k crit would be the overpowered ones.
I’d say go vitality. I went 30 Zeal, 10 Radiance, and 30 Honor, and I don’t need to use my self heal unless I’m fighting more than 3 or so enemies. You can throw around a lot of healing with Honor traits, which easily increases survivability. Hell, I just have random armor from drops, and I don’t have problems unless I’m just acting like an idiot.
I’d assume there would be some plan for this…I mean…it was in Guild Wars…eventually.
Well truthfully…a couple of gold coins will probably only get your around $10 of gems, more or less. But that isn’t really the point here.
The game is still relatively new, the economy hasn’t stabilized just yet. It may go back up again…eventually (I’ve been waiting on that too). I think the price is basically related to supply and demand. The more people who demand gems for gold, the more the value of gems goes up, the more people get gold for gems, the more the value of gems drops. If its anything related to the system of Guild Wars, its probably just based on how many people are trading gold for gems compared to trading gems for gold. Its just a matter of which is more prominent that determines the value.
Edit: There is also the possibility that gold traders are inflating the value of gems, oddly enough. People can buy gold, and then trade it for more gems than they could simply buy through the store for the same amount of cash. Such a large amount of gold turning into gems could easily make gems worth more.
If I understand the philosophy right…there isn’t supposed to by anyone tanking. That is…anyONE. In theory, someone should take a couple of hits, roll out, heal, and come back in when their ready. It actually works like that too, only having one person take all the hits makes content much harder than having everyone get into the battle at once.
I dont think I activated my virtues once before I got Renewed Focus. I originally just got that skill because its semi spammable.
Whip skins could be more interesting than most of the mace skins. Not to mention that THEY ALREADY HAVE ANIMATIONS.
I play a way similar to you, only ever using melee (but with a Guardian). I’m not too sure of what the Ranger’s melee skills are like, but I’m sure that there are skills that let you get into combat easily, like a jump or something. What I use for my secondary is a defensive melee set, for when I have to stay at close range. I can keep hitting people at melee range while I wait for the cooldowns. I’ve used this a bit in WvW, but not enough to say how effective it actually is. So as long as you keep your evades for running away when needed, I’d say go with dual melee. It works pretty reliably most of the time, and on most weapons there is some functionality outside of close range.
Sure, you are missing out on, you know, range, but it will feel more comfortable always being able to do melee damage. It also makes it a bit more fun, since you have to be running around a lot more rather than just spamming away.
Do the traits Shield Master, Honorable Shield, and Reinforced Shield add toughness even when you have the shield in your inactive weapon slot? Or is it only when in the active slot?