I find the axe oh better. You get a 5% damage boost, constant fury buff and a adrenaline builder that does good damage aoe that you can move and dodge while using it.
Super awesome survivability dps/support axe/axe build!
Knight/Berserker gear
Soldier runes
Strength/accuracy sigil
Spam shouts
Win
http://www.guildhead.com/skill-calc#McRzzo9MmRNaMmRNaMx9MxaVRaMRbm
Started trying this build a few days ago and i’m more than impressed with the results. Running with a mix of berserker and knights gear all slotted with soldier runes, Strength sigil on MH and Accuracy on OH.
Dps is massive, i’m running with around 42% crit and 69% crit damage unbuffed doing 1.5-2k crits with auro attack and 8-9k crits with f1 which is pretty much usable off CD. With the shout heals and aoe condition removal every few seconds you bring massive buffs and support to your group.
You’re very tanky with this spec too.
Running it in explorables i find it amazing, best build i’ve had so far, and i’ve tried many.
the heals dont do much alone with no +healing, but they definatly add up through a boss fight. its a tank support non glass cannon dps spec.
http://www.guildhead.com/skill-calc#McRzzo9MmRNaMmRNaMx9MxaVRaMRbm
Try it out, you wont be disappointed.
Done nearly every explorable with this spec so far, and it preforms brilliantly every time.
(edited by derry.2789)
Do same sigils stack?
Like if i dual wielded and had 2x sigils of strength would it proc 2 times more than if i had one of them on?
I apologize, that’s totally my fault. I was trying to fix another bug and accidentally introduced this one. Testing a fix now for the 10/1 update.
Ok, that’s fine. Thanks for the notification and apology. It makes a difference.
Best of luck with getting it working. I’d say your head’s wrecked with fixing this kinda stuff over the last month.
Just tried this Q. Was unable to complete is as every time i went to the lower deck of the ship i got ported back up on the top. because of this i couldn’t plug the hole with the ooze. I’m a norn so that might have something to do with it, size or something.
This doesn’t have anything to do with casual or hardcore. Since gear doesn’t make much difference and everyone will soon have the same gear level. ATM most people have full rares which is fine.
A casual player can be just as good as a ‘elitist’ player, the game isn’t hard. People saying they like dungeons ATM aren’t elitist, they just enjoy the challenge.
Arena net made the dungeons they wanted with the difficulty level that they wanted.
When you make a mmo you can make your dungeons easy, until then be happy with what you were given.
At large events where those little thrash mobs will be dead in seconds that you keep missing out on because you’re supporting just dps instead. They’re normal mobs to die so fast, they wont be killing people if you stop supporting for a few seconds.
With the elites you’ll have time to support and do damage and so get credit.
Simples.
I thought that the first time you run a dungeon you get the full reward, and after that its diminished.
That makes sense.
Its still fun. Ran it with my warrior after the buff, i think i was about 46. Took us to the packs of roaming dogs till we realised that there was random champions everywhere.
Was still easily doable once we started to play a bit smarter and stopped just trying to do damage.
Didn’t really take much longer than normal, turned out to be a bit more fun.
I’m looking to craft a exotic hammer for myself with the forge.
If i use a mystic stone with three rare hammers in the forge do i have a higher chance of getting a exotic than if i had used four rare hammers?
If so, does anyone know the %?, i cant seem to find it anywhere
I’m not even going to consider the mystic hammer instead as its loaded with condition damage which is useless for warrior’s hammer spec.
1.) Make all explorable dungeon modes Lvl 80 (cause it makes it stupidly difficult for lower levels)
I agree with this. It feels like this is how explorables should be done. At max level.
I know that lower level people can do it, but it just feels that its tuned for players with proper gear at their level and all their traits/utilitiesReluctantly did a explorable cm run with my level 48 guardian, some level 60’s and one 80 who honestly? was the worst skilled and least suited to a dungeon ever (signets…signets everywhere)
Actually despite some badly tuned cheese moments with traps, managed to do it, the reward offset the costs of repairs though not by much and we all went home with some tokens.
Can I recommend that you do them at level 80 instead?
Sure, but I would rather recommend you ask some people who’ve successfully run the dungeons to give you some pointers, a good team build, utilities, bring some extra weapon choices etc, will offer you FAR more than those levels will ever offer you, as all they’ll do is give you some more stats via traits to be downgraded by the scaling.
One thing I’ve found, and it may be just personal preference, bring at least one ranged weapon, being able to fall back and deal damage or stay out of pbaoe etc is a godsend. and ask that warrior if he knows what he’s doing and if he refuses to change out those signets and keeps dying KICK him
I’m not saying i had a problem with explorables or that i was dying alot, i got on fine. Its just a general feeling i had.
Obviously good players playing low level chars will do better than bad players playing high level chars.
This would defiantly be something i’d be interested in doing. I didn’t even know about this title but now i must have it. Guesting isn’t in yet is it?
Each weapon should be equally attractive and not for niche situations. I also hope they bring other weapons up to the level of GS.
Or bring GS down a bit and the rest up a bit, meet in the middle. Keeps everyone happy.
When guesting works i’m sure that there’ll be a sub forum somewhere where people who enjoy dungeons for the fun and not some reward will put their account names to be available to /w sometimes for runs.
1.) Make all explorable dungeon modes Lvl 80 (cause it makes it stupidly difficult for lower levels)
I agree with this. It feels like this is how explorables should be done. At max level.
I know that lower level people can do it, but it just feels that its tuned for players with proper gear at their level and all their traits/utilities
Daunting….
Someday.
This needs to be addressed(Mystic forge and Legendary Pre-cursors)
in Crafting
Posted by: derry.2789
i think using a mystic stone with 3 swords can get a better result, but i havent tried it yet.
Buff the base damage of Hammer or give it a largish crit multiplier in the hammer trait and make the root and aoe knockback abilities usable while moving.
It feels silly that you can break the ground around something when hitting it but do kitten damage to the actual mob.
Guardians dont ‘tank’. They help the group most because they can keep a good level of boons, group healing, condition removal, CC/Area denial and dps going without much of a problem and have abilities to make some fights trivial.
Engineer can do some of this like slight cc, boons, condition removal and healing but not as much.
Nearly every dungeon i’ve done with a guardian in it has seemed easier.
You can complete them with any class combo without much problem though so just play what you like.
Where’d you get this magic number of 3 people?
Dungeons should be more difficult than normal PvE with a group of 5. It should be a challenge if you dont know your class and the mechanics.
Explorables should be a good bit more Difficult than Dungeons with a group of 5. It should be a challenge even if you do know your class and the mechanics.
I’ve only done story modes in Pugs. I’ve never had much of a problem with them. First time i did AC was the early access. I Died about 10 times, including waypointing boss fights. Nobody there really knew tactics. Thats not a huge ammount to die.
I could run it now on any char in a pug, I’d only get killed once or twice if even.
Its all about tactics and self awareness.
If guesting was up i’d show you how it’s done properly, but its not so i guess its just trial and error for you. Which is how dungeons should be.
This fight is a good example of how player awareness makes all the difference. Too bad that this boss only has one mechanic, My group died twice first time we did it then we noticed that he turns his upper body slightly before he spins, So you know to dodge once you see him starting that spin. This works on melee just as well as ranged.
Once people started dodging this it became cake.
Good fight.
It makes people glass cannons, with less of the cannon and mostly just glass. They generally don’t work.
I don’t think they should bring in a inspec feature.
Magic find helps nobody except the player.
That person that keeps saying “people standing in the bad”, it’s not standing in stuff that kills people in explorables.
I’ll keep this short since I made a thread on this already but some people were saying to post something here too.
At 80 gear can come with magic find at the expense of more helpful stats like toughness, vitality or whatever.
A very large percent of players want to make money fast and think that stacking magic find gear and farming is gonna make them rich. This isn’t really a big problem.
Alot of these same people try do explorables and harder events in this same gear. This is a big problem. Its lowers that persons performance and puts the group at risk.
I suggest a change to magic find. I’m not gonna pretend I know about game balancing but I know that it’s a issue now and it will be a much bigger issue as more people get level 80.
One fix that was said was to prehaps buff the consumable and have that be the only source of magic find.
(edited by derry.2789)
You can do perfectly fine in dungeons wearing magic find.
If you’re getting squashed wearing magic find, you’ll get squashed wearing any other gear, because you’re standing in the bad that’s squashing you either way.
It’s this mentality that is the problem.
Everyone wants to be rich, it’s not a mystery.
In this game one of the ways to make extra money without putting in extra effort is to stack as much magic find you can and sell the stuff you find.
What this results in is people using magic find gear everywhere.
This leaves people running around in kittened gear dragging their team mates down.
Struggling in a explorable?, two of the team are going down every minute because they are only using magic find gear and don’t bother changing it to help the group.
This happens and because of no inspect people don’t know and the person wearing the gear is too selfish to stop.
There is diminishing returns in place but not everyone knows about them and they don’t really make a big difference..
There needs to be a nerf to magic find. It’s such a lazy way of doing things. Make it take the power stat or something. Something that lets people know that there’s no way they can use it in serious fights.
Rant over, scrap magic find.
- Hammer: Loads of control, but the damage is probably lowest of all weapons. 20 defense and strength.
Why 20 in Strength?
Interested in this too. Trying to get away from GS. Dont wanna use sword.
Is hammer our worst PvE weapon atm?
It doesn’t seem to really have a place. The damage is lower than other weapons.
The cc can be done better by maces, and two of hammers animations root you.
CC isnt very useful in PvE as every boss gets stacks of cc immunity. I’m just trying see why you would take a hammer over a greatsword or maces.
Any ideas?
Surprised at the lack of Warriors with more then just Flame Legion gloves.
Thats all people seem to have. The most common armor set i see around atm
There’s other weapon sets…
You probably shouldn’t put stuff like this on the official forums. I’m sure they know about it but still…
Ok, I’ve got a engineer up to 80 and done a few explorables. I rarely die. I only die when I get focused or I do something wrong.
I’ve always loved thieves, it was the class I thought I’d be maining in but I went engineer instead. I’m rolling a thief now to take to 80.
I’m gonna be doing dungeons alot, probably with double daggers with shortbow.
How is thief survivability in dungeons?, do you often die for no reason?, does having stealth/lotus poison ect stop this?
I wanna be able to melee without getting downed every minute. Can I do this on thief?
The transfer condition attack on offhand dagger is a bit buggy. Its supposed to transfer 3 conditions. It works if you have 3 stacks of something. But if you have 2 stacks of one condition and 1 stack of another it won’t transfer them all. Eg, 2 bleeds and a weakness it will only transfer bleeds
I’ve been trying a 20 firearms, 20 inventions and 30 elixer build with pistol/ shield, elixer gun and the purple dps elixer and elixer r. Focusing on Buffing the group, removing conditions, healing and activating blast fields. Ive tried it in a few explorables and it’s been fun but really really bad damage. And super elixer is pretty low healing. An removing conditions needs people to be close together which is a but annoying. But overall kinda fun.
Ok. This is a pve only topic. so dont say ‘In WvW Blah Blah, or ’Well in sPvP Blah Blah.
Its been stated by the majority of engineers and i’ve seen this out in the world. Grenade kits when specced for it do by a good ammount, the most damage of any of our weapons or kits. Even in single target. And i’m talking about out of water grenades. I dont mean glass cannons either and was lvl 80 when i tried this out.
I cant stand grenades. They’re clunky, awkward to use and i just dont like them in general. I love flamethrowers, pistol/shield and chugging elixers, but these dont work together so i have to use rifle if i take flamethrower and the damage is still much lower than grenades.
I feel like i’m forced to take this weapon kit to be fully useful to my group and i dont like it.
I want to play the way i like and be just as effective to my group and not feel like there’s better options for me.
I thought you were supposed to play how you wanted without any problems.
Anyone else feel this way?
and if not what are you doing instead thats just as useful?
(I’m not disregarding support but our support leaves alot to be desired)