You also get a gold star next to your name :P
Did you seriously believe you’d get a legendary for simply completing maps?
As far as I know this isn’t available in PvE.
Er, WvW is just a PVP variant, what ‘intrinsic’ link has it to ‘non-PC-contact’ PVE?
It’s basically PVE with zergs in it, it has nothing to do with PVP.
Sigh, another thread where people complain how their preferred playing style is not supported by all classes.
Don’t make me laugh.
Why not, anyway? Laughing is good… :P
The whole point of any game like this, is to become so powerful that no one can touch you.
That’s indeed the case for many RPGs.
Personally, I’m glad it’s different in GW2. It’s what allows me to go to random zones and still actually play the content there. I don’t feel like nobody can touch me, but normally you get downleveled to one or two levels above the mobs in your area, so you should still be fairly strong while not giving up the illusion of being part of a real, living world.
There are only two exceptions:
One is that downleveling is based on how good your gear is at your real level. So with every level you gain without updating your gear, you’ll have slightly worse stats when downleveled. Obviously this stops being an issue when you hit 80, and a level 80 character who is probably for the first time in his life decked out in exotic gear at level 78+ is a force to be reckoned with in any zone.
The other is that in some very few areas, downleveling is broken and players are downleveled to 5+ levels below mobs. However these are isolated bugs in a small number of places in a handful of zones.
All in all, levels in GW2 feel less like a measure of my character’s strength, and more like an indicator of how experienced I am with it. I’m fine with that because it makes the entire world a lot more consistent. No huge differences between the same kind of mob depending on where you fight it that I have to explain away. I can travel somewhere and centaurs will be centaurs.
I’m not sure what you’re seeing with Daily Kills (I don’t pay attention to it, I usually kill enough stuff). But for Daily Healer, there is a cooldown on each individual NPC that you revive during which reviving it again won’t count toward the achievement. Maybe that’s what you’re running into?
I don’t really count myself among casual players, but friends I play with definitely are.
From a casual point of view, doing the daily every once in a while is fine. It obviously takes longer to get gear you buy with laurels, but it still allows a casual player to log in at leisure and get a little closer to his goal within a limited amount of time.
Where it becomes problematic is when doing the daily takes the entire time a casual player can afford to spend in GW2. Don’t tell me it takes 15 minutes to do any daily, I can do that too but I can also do a lot of other things in game that my more casual friends can’t do.
This is kind of a big deal – for non casual players, the daily is just a small thing they do on the side. For casual players it becomes the entire game if they choose to participate in the daily grind at all. The upcoming change that will allow players to choose which tasks to complete for their daily might improve this a lot, depending on how it’s implemented.
I still don’t really see a need to change the dailies. All that’s needed is that either laurels, or the gear you can acquire with them, aren’t only available via dailies. The game already had a casual friendly currency, namely karma. You could log in for ten minutes, do an event, and get slightly closer to your goal as far as that could be acquired with karma. It also didn’t penalize hardcore players because karma isn’t account wide like daily achievements are.
IMHO laurels were a misguided effort from the start. There’ve been long standing complaints that karma didn’t buy enough items. Making laurel items available for roughly one jug worth of karma times their price in laurels would have addressed this, and would have been a better solution for casual players, and would have given hardcore players a way to actually spend more time in the game to get more gear for their characters.
I understand that people take legendaries as a goal on their GW2 checklist, but if a weapon is meant to be extremely rare, it shouldn’t be something everyone can just pick up at their leisure, in my opinion.
It should be rare, but there should still be a clear path to it. If grinding out 700 gold is acceptable, then it should also be acceptable to make it available for tokens or a complicated crafting process or anything that takes a reasonably long time to accomplish. It wouldn’t necessarily be faster but it would be less frustrating.
If you can’t do that then you are mentally lazy.
Maybe. But this battle is already lost. WoW did actually have a group finder feature before it got the dungeon finder it has now. It required people to go to a specific place and flag up. It did already do more than GW2 does because you didn’t have to spam chat, but it was still not enough for the majority of players.
I usually don’t like dungeon finders that remove the requirement to actually walk there, but I think in GW2 it wouldn’t actually have a big impact on world population. People looking for dungeons usually wait in front of it and can teleport there anyway. In fact if there was a dungeon finder that removed the need to look for people manually, maybe more players would play the actual map they’re waiting in while they’re waiting.
It’s because if they did allow it, someone would be sure to make up some sort of inflammatory name. For business reasons, it’s better for ANet to cut such names off at the character creation screen.
I’ve seen this argument often enough, since Anet isn’t the first company to do this by any stretch. I don’t quite buy it. If you just want to be offensive, you don’t need to be able to use a small selection of specific words. Sure, you can’t call yourself “death to insert ethnicity here” or something, but if you really aim to offend, do you really think you would stop there?
Arguably, nice players who just want to call their characters Jewel aren’t in a worse position either. Of course, they’re also not restricted to that limited set of words and can easily choose a different name.
But in the end, people who want to offend can still offend, and additionally we get these threads about once per week when someone finds some innocent name banned because of a short trigger word. So the filter makes this even more visible. Additionally, in many jurisdictions, this filter places the burden on Anet when someone actually does get through with an offending name, because the filter counts as moderation. Because they do moderate, they’re expected to moderate everything.
It doesn’t depend on what colour you are, it depends on what borderlands you do it in. You can complete all three at any time by going to the respective borderlands.
I’ve been trying to finish Tribulation Caverns, off and on, since launch. Always fail right near then end, falling to my death. I’ve cursed and raged, but never thought to start a thread on it.
I think he meant the first half, before the vista, since that is required for map completion. Getting up that scaffolding is a lot of jumps for a vista, although at least there are no mobs there.
actually seeing a list that ends with engineer as weakest profession everywhere, written by an eng players is enough to make me wonder if the thread has any second purpose.
My thoughts exactly… a lot of the comments on other classes sound like an echo of the forum. For example, Necros bad at PvE? Not really true but there’s a lot of whining. Mesmers bad at support? Not really true, but people only really talk about time warp when the question comes up why we have pure warrior/mesmer party runs. Etc.
I do agree with engineer rating though, the class just doesn’t feel finished.
I think the 30 points in Death Magic might be a bit excessive for Death Nova with just Bone Minions.
Hey, don’t forget the Jagged Horrors. Death Nova is about the only way they can be not completely useless :P (I don’t know if it’s worth it, though…)
Daggers only “cleave” on elementalists. Axes only cleave on warriors (rangers throw their axe with #1 so it’s not melee). Necros get a multi target auto attack with staff #1.
Dagger #1 damage is actually pretty good and can carry you through most of the open world PvE content in a power build.
Daggers are used with power or tank builds. I don’t think they need more AoE. Wells are really strong in these builds. Axes are used in burst builds and burst usually focuses on single target damage, so that’s fine too.
Okay, I don’t get the complaining about how crafting Mystic weapons is uninteresting. You buy the remaining parts off the TP, get the scroll from the NPC next to the forge, put everything in the toilet, and sell the result on the TP. It takes maybe half a minute.
The mystic weapons sell more than selling the coins alone. You sir lost out of a lot of gold.
True, but they also take skill points which you might want to use for other recipes…
Do you use auto targeting and/or target promotion? (Press F11 to bring up the options screen in game.)
Another possibility is you could be accidentally selecting targets when right-dragging the camera during movement.
i havent done any jp’s because i have bad PC atm. but here i tought we were talking about SP/vista completions.
This is a vista, skill point, and jumping puzzle complete with achievement all in one.
- Pink is historically more associated with boys than girls.
And with royalty!
… anyway, I’d pay for a way to just change the colour of any class signature skills. I like pink, but I also like customization.
You don’t consider a 30% damage reduction on the main attack skill much of a reduction? that’s insane.
We lost 30% damage on grenade kit #1.
We gained some damage on other grenade kit skills.
We gained overall damage with kits from sigils, with two pistols we can get up to 11% more damage from sigils.
With the January update we also gained overall damage from stats on our weapons, which means we can have 180 power more with a kit equipped. This is around 10% of your total power if you have power on all/most of your gear.
So compared to before December 14, we have a slight loss in damage for a skill that was really strong before, while everything else got boosted.
I think its difficulty in comparison to other vistas at that level makes it feel more annoying as well
Same impression here. There are only a few vistas that are also jumping puzzles in the first place, but this one is relatively hard for a vista in a level 15-25 zone where you usually just have to walk up a rock or something. Conversely, while many jumping puzzles are harder, this one has fairly high visibility due to the vista and skill point on top of it, so people are more likely to try it no matter how much they like JPs.
But I’m not sure what to say to someone who throws the towel after one JP. It’s not like there’s nothing else you can do first.
2-handed weapons have higher base damage.
I’m getting a bug when summoning conjured weapons recently.
When I summon, it appears one in the ground but not in my hand.
This only happens sometimes.
IIRC this is a bug that happens when you use “on weapon swap” effects such as the *mancy sigils.
Is it seriously that big of an issue? I feel like quitting now, I haven’t enjoyed the other classes, and now I’m being harassed and told that I won’t be able to play me class at all later if I don’t fix myself now.
It greatly depends on what you want to do and where you want to go. People shouldn’t be harassing you about it in map chat obviously since you’re apparently still leveling, and on top of that doing so in open world PvE.
See, the thing is, you can basically choose between a rotation that involves 4 cooldowns and one that involves up to 16 cooldowns and also gives you and your allies boons when you switch attunements. However, after leveling two Elementalists in the open world I have to say it’s frankly not very useful in the first half of the game. If you don’t have your 30 points into Arcana yet, if you don’t have all the traits that make switching even more useful, and if you’re fighting predominantly trash mobs that normally die before you can even switch, if you’re possibly even using a Staff which is far less balanced between attunements damage-wise than other weapons, then staying in Fire makes all the sense in the world. It’s the highest damage attunement with any weapon, blasting your fire combo fields with Arcane Wave is one of the most useful things you can do with it in general open world PvE, and so on.
In dungeons (including fractals), mobs have more health. It makes sense to maximize your damage output there, and the way Elementalists maximize damage output and utility over time is switching attunements often. If you’re looking to farm dungeons, people will expect that you maximize your dps. If you aren’t planning to go to dungeons (much), well, see above.
I’m not even going to get started on PvP. It’s an entirely different game for Elementalists. Most PvP Elementalists focus much more on survivability than damage, i.e. they do the exact opposite of what you do while you’re leveling in open world PvE.
that’s true but keep in mind that each class has a field type that they can have a much easier access to at any situation, other classes might be able to create the same field but not as often or reliably as some classes can because of the lack of source which usually come with a long CD or drawback.
Engineers have easy access to some fields too, the difference is just that they don’t get any from their equipped weapons. But four out of five kits create at least one combo field, and there are eight skills total that create combo fields. Only elementalists, guardians, and necromancers have more. All in all, engineers have access to 7 out of 9 combo fields; that’s already more than any other class.
There is Mystic weapons you can make with them, that aren’t “Legendaries”. But not really worth it (imo) as they are the same skin as the Inquest weapons, just different colors.
Some of them have useful stats. For example, for an exotic greatsword with Berseker’s stats, the Mystic Claymore is relatively easy to obtain with coins and skill points you get from normal playing. Of course if you’re getting a dungeon weapon anyway, you wouldn’t make it, but maybe that’s not always the first priority…
Tagging mobs is easier in a party.
They recently nerfed engineer upgrade damage by a large amount due to adding sigils, which doesnt really buff an grenade engineer up much,
That was in the December 14 update. From the patch notes: “Grenade” skill now does 30% less damage to balance against using sigils. Note that this is only the #1 skill of the grenade kit, while flash/poison grenades had damage increased. In turn, sigils of force/strength/accuracy etc. now work with kits, and PVP damage on the grenade kit is no longer lower than PVE damage.
I wouldn’t call this a “large amount”, and the situation improved last month…
the problem seems to be your weapon doesnt effect how powerful your kits are they seem to be fixed at damage levels.
Removing a level 80 rifle seemed to make me lose 40 or so damage, which is nothing comparing unarmed to a exotic rifle.
From the January 28 patch notes:
Weapons now continue to grant bonus stats while bundles are equipped.
Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player. Quick testing seemed to indicate that the base damage is taken from the corresponding one handed weapon.
IOW your level 80 kit has the same base damage as an exotic level 80 pistol no matter what weapon you have equipped. Additionally, bonus stats on your weapon such as power now apply to you, further improving kit damage.
This also explains the small difference when you unequip your rifle. Your rifle probably has power on it, and you lose that stat bonus when you unequip the rifle. On the other hand, the base damage of the kit is independent of your rifle’s weapon strength and is now always based on a level 80 exotic.
(edited by damny.9342)
I don’t switch between characters much, but if I only had one slot I wouldn’t be playing at all. My first character only made it to level 32. The ones I actually ended up liking enough to get to 80 were all made later.
I cant say for sure how agro mechanics work i will just say that in the article on the wiki there is a message on top stating that the info might be outdated.
Maybe, but toughness contributing to aggro just fits my experience very well. I’ve played many of my characters as hybrids or tank-ish builds for soloing and the instant I switch them to glass cannon builds, they hardly get any aggro anymore in events.
If you think about it, being calculated in such a simple way doesnt really make sence.
Well, it’s probably more complicated and based on a few more things than just damage and toughness. But that doesn’t mean damage, toughness, and vitality can’t still have an observable effect.
Also sometimes it feels like there is a minimun time that a mob can agro a player. This makes sense to prevent a boss from going back and forth from player to player without ever hitting anybody.
This is different between mobs, some of them (e.g. Risen Abominations) seem to switch aggro much less often.
For me, GW2 is more of an MMO. I tend to solo a lot and in GW2, the barrier to playing with other players is just so low that it just happens anyway all the time.
I would, if I didn’t know from those keys I get from playing the game that they’re not worth it. There’s also that I don’t really like spending real money on RNG loot, but even without that, I’ve never gotten anything I wanted from chests.
I m not saying i m not getting agroed as a necro, but after playing half classes up to certain levels it never felt like i was taking agro more often on my necro than on other professions and i dont recall any guildmate necro saying otherwise.
I play together with someone I know in RL a lot, and we’ve played as necro/ele teams with both of us in either role. Generally while leveling up, the elementalist got all the aggro until some trait points went into water (for HP). I don’t have any other similar comparisons involving a necromancer, but in my experience it’s definitely not the class that gets the most aggro. Before we figured out the impact of extra health on the elementalist, often enough I attacked some mob with my necro while my ele friend just stood there, only to see the mob run off and attack the elementalist. We tend to use D/D on both classes, but it even happens when the elementalist uses a staff and is a bit away from the action.
According to the wiki, aggro is based on damage, but also on toughness. This could have an impact, since many necro builds involve toughness.
Lack of cross-fertility would help explain a taboo on cross-species relationships if there is one. That’s how it worked in the real world, we taboo’d everything that wasn’t useful for expansion. Some behaviours that used to be taboo in the real world don’t seem to be a big deal in Tyria, such as homosexuality, but I don’t know if that has to mean they’re also more open to anything else, or if it’s just a reflection of developments in the real world. I tend to believe the latter, because the Sylvari make a big point of gender not being important, while none of the other races do the opposite.
I’m not sure how well a relationship with any other race would go over in the Asuran society. They seem to be highly xenophobic. Similarly, the charr society doesn’t seem to be very forgiving and it seems like romantic attraction to a human might be seen as a weakness. I also don’t even really remember many friendships between charr and humans being mentioned, on the other hand there are quite a few between charr and norns. However if charr sexuality works anything like feline sexuality in the real world, any romantic relationship would probably end in tears (multiple kinds of).
[Edited by Moderator]
My Edit: The Mod edit removed a few parallels to the real world, without which this post makes little sense. I’d like to apologize but I can’t really make my point if I can’t even mention similar behaviours in the real world, and how society deals with them.
(edited by damny.9342)
She is up there with Tybalt for me. I’m not doing claw island on my priory character.
You can actually get credit for another player’s Battle of Crawr Island even if that player is not in the same order. So you can theoretically grab some Vigil player and sacrifice Forgal. (There will still be a reference about a sacrifice or something or other later, but you can always pretend that Sieran stripped naked and used her dress to cover your wounds or something.)
The max resolution on the MSI is lower 1366 × 768, which I often find to be too low for gaming.
On the other hand, performance will be better than at 1600×900 and if it doesn’t work out, you can still connect a separate larger display at home…
It does not matter who is controlling the market, because at the end of the day if people are willing to pay those prices, then those are the correct prices for that item.
It’s funny how people always forget how economy works and really start hating free markets once they can’t afford something they want…
If I were a dev, I’d do whatever my manager told me to do… :P
Ok, ok. I think DS is in a fairly good place for power Necros. Maybe I’d introduce two other, alternative DS forms via F2 and F3, one more focused on conditions, and one more focused on minions. They’d use the same life force and same cooldown but you could choose which one to activate.
Assuming you want to practice, and not just complete your daily…
Always remember the five rules of guildball – Dodge, dodge, dodge, dodge, and dodge. Don’t try to watch the timing too much. Dodge when your intuition says there’s a hit coming in. You’ll eventually get better at it. You’ll see if you get hit before you tap V, you’ll see if you get hit after, you’ll see how many Evade! floaty texts pop up. You’ll learn which attacks do a lot of damage and which ones aren’t worth dodging. You’ll learn which fast hitting mobs can still be dodged to mitigate some of their damage. You’ll learn against which mobs it’s a really good idea to figure out the attack pattern, and you’ll learn about which ones you don’t need to care. If you just stand there waiting for the swing, you’re wasting time you could have spent learning.
The reason why mesmers are so weak early on is quite simple, actually. It’s so simple I don’t know why people don’t (usually) come right out and say it:
Mesmers are the most trait dependant profession in the game.
I think it’s not fair to reduce it to traits. Yes, traits make a huge difference. But the things low level Mesmers are good at also aren’t that useful for leveling. You can be very survivable early on, you can get very powerful utility skills early on, but all in all, leveling is easier if you can just sneeze at the mobs and they die like a Warrior (for example) can.
I have to Q this FT, though:
If you aren’t willing to learn how to use [illusions], then you shouldn’t consider touching the mesmer.
That’s like saying “I’m an Elementalist but I really want to play as a fire mage” or “I’m a Ranger but I hate animals” or “I’m a Thief but I hate being invisible all the time”…
Will this thread even count since I’m playing a Necromancer?
I dunno, I play a Necro too (and a Mesmer).
Meanwhile, the Mesmer had pretty much every boon beyond the kittening sun up at all times.
Y u no Corrupt Boon? That’s a really strong skill against Mesmers that keep casting skills that grant random boons all the time. You can pretty much use CB on cooldown on those, they basically get them from their auto attack. (Also that means you were getting conditions, which you could have sent right back…)
He did catch me with crappy utilities up though because I was traveling. Necromancer everybody! You have to use Signet or Spectral Walk in WvW no matter what woohoo!
Speed was actually a great choice because Mesmers don’t have any. I don’t understand how you couldn’t get out of the fight. You didn’t even mention a stun so he probably wasn’t using a pistol and didn’t have one. Necros are also a lot better at surviving long falls so you could have used the environment to your advantage.
Both times I used Spectral Walk-jupe trick where you run far and then recall. It confused him for like 3 seconds until he turned around and caught up with swiftness.
Well you had 30s of 33% Swiftness from Spectral Walk on you at that point. Mesmers can’t keep it up that long so how did he catch up?! Why didn’t you just keep running instead of negating the bigger part of your swiftness advantage?
(I’m kind of hoping for your benefit that you didn’t have the Locust signet and Spectral Walk slotted…)
Oh, and what about your fear?
Any time I got him below 50% health a whole bunch of “Block block block” came up.
He baited you, maybe because he’s traited to gain retal on block, or maybe just so you’d waste your burst. Anyway, when fighting a Necro he should have had conditions on him at that point, even from a power Necro. Neither blocking nor invulnerability (which Mesmers can get fairly often) helps against conditions.
Oh yeah and any time I would try to disengage and I turned around, he would just stand there casting auto-attack with ~4 other clones. So fair.
Mesmers can only have three illusions out. Auto attacking clones do no real damage, too. Only the phantasms do more than a few points of damage but they (and their attacks) look fairly unique, and they’re on long cooldowns. If he had three phantasms out, you must have been ignoring them.
Throughout the entire fight there was at least 3 clones at almost all times because destroying was useless since he would just create more 0.5 seconds later.
Yes. Mesmer illusions work like delayed spells, not pets. They do the most damage if they die and are re-cast often. That’s why Mesmers get to cast them so often, including via traits that make clones when they dodge. For comparison purposes, normal clones are worth about as much as those Jagged Horrors you get from 5 points into Death Magic. (Until they run to you and explode, but that’s on a cooldown and easy to dodge…)
What did I say to the Mesmer? I told him to play a class that takes kittening skill. I don’t think opponents can hear you though.
They can’t, but since Necro is pretty much the Mesmer counter, that’s probably not a bad thing for your reputation… well it would have been if you hadn’t posted it yourself, anyway.
Really? The sentry cannot even kill a dolyak. Sentries are a joke. Sentries should be an upgrade option at the nearest camp or tower/keep/castle. The default sentry needs a serious buffing too.
I never got the impression sentries were for killing dolyaks. They have a tiny aggro range. If the dolyak just walks past it at its normal speed, the sentry will only get two or so hits in and run back.
The other mobs that spawn on dolyak routes are meant to, and at least in EB actually can kill dolyaks. And the guard upgrade counters them just as it should.
there are account bound flowers in the gift shop?
oh hahahahaha that is hilarious- now all we need is the account bound chocolates to go with it- I guess they think we are all forever alone?
I guess that’s why the skills are pretty much all about throwing roses away. There’s even a shattered heart animation :P
A box of chocolates where all the skills are you munching chocolates would be cute though…
- Largos
- Quaggans
- Skritt (yay, RP a bumbling idiot when no other skritt are around :P)
To all posters wondering why this vitriolic hate towards mounts, duels etc. from some people – it is because they passionately hate WoW and mistakenly liken all those things to that game.
I barely played WoW. I hate mounts because people AFK on them on top of NPCs I need to talk to.
Normal looking town clothes. Especially for Sylvari. More armor skins. Especially more pants for female characters (already got tons of skirts and dresses).
If I had to pick up a problem in the WvW JP, it wouldn’t surely be the queuing – but that’s because I’m watching it from the perspective of a non-PvP player. From what I know, WvW is intended as a kind of blend between PvP and PvE. Problem is, as a lover of the PvE environment, I also love JPs, which are a tipical PvE content. Yet, in the WvW JPs I must constantly think about the menace of other players coming in and killing me. The JP becomes a stressful experience, not an enjoyable one.
I like both jumping puzzles and WvW so I have no issues with this side myself, but every time I go to one of them, almost everybody I get close to immediately does the /no emote. So I’m assuming people don’t want to pvp in there in general.
As for queue times, the server I play on is classified as a medium population one but still there are long queues during prime time. Lucky for me prime time is when I play with PvE oriented friends, but guilds are having trouble getting enough people in during their main play time to do anything. 10 or 20 people in jumping puzzles are already enough to keep a small-medium sized guild raid out. Sure, jumping puzzles aren’t likely to be the only thing that blocks queue spaces for people who actually want to WvW but they’re easily a significant part of the problem.
This, by the way, is also my strongest argument about map completion in WvW: PvE players do not like this at all, I guarantee you, and yet map completion is what I would qualify as a tipical PvE achievement.
I agree with this as well, again from the point of view of someone who actually likes WvW and has 100% world completion. But not only are all players forced to go to WvW for their world completion, you also have to spend a significant amount of time there or keep coming back for weeks. The ranking algorithm is designed so that if it works perfectly, servers tend to keep the same colour or two out of the three, while they’ll also be unable to faceroll the other side. So the better that algorithm actually works the worse this gets and PvE focused players are affected much more than PvP players.
World completion would be such a nice achievement for pure PvE or casual players who don’t want to go after a legendary, but because of the WvW maps being required, it’s not.
From the point of view of WvW players, at least people after their map completion are willing to fight. But then they also like to spam in chat about taking over one specific keep or tower they still need for their completion no matter how unlikely it is that your server could actually get in.
Anyway, BTT: I really like almost all the jumping puzzles. Hard to call a favourite. Basically I love the fact that they are even a thing in a game where the genre is pretty much full of games that only offer fetch quests and grinding.