I’ve had my male Sylvari say “That was fun. Can we go again?” at the end of dungeons and it makes me smile every time. Also, combo field lines: “Did you see that?” “I make a pretty good team!”
I could have sworn that “Did you see that?!” comes up whenever a mob goes down from a critical kill shot. Then again i most of then get it when i am in the middle of a hectic event.
Watch out for the sonic periscopes (looks like a iron sat dish), their knockback attack can be a bother.
I think you’re on the wrong thread.
Check the second part of Garambola’s response, mine is related to that.
Same weapon, way different outcomes.
Watch out for the sonic periscopes (looks like a iron sat dish), their knockback attack can be a bother.
That would be the place, from the northeast landing and southwards.
Seems the ANet definition of a small guild and the ingame reality differs…
Heh, would only happen if you could instantly convert the bleed damage into direct damage.
Even tho they knew about the server limitations, ANet designers seems to have liberally sprinkled condition damage across the skills.
haha I have a lvl 2 warrior so i wouldn’t know exactly! i’m just putting up the comparison :P if killshot hits harder than 100Blades on sPVP, it must hit harder than 100Blades on WvW/PvE, and warriors have actual pictures of 100B hitting for 42k’s.. :P
Someone must have been very competent with that image editor or were hitting a defenseless critter.
Edit: dug up the image and info on the related build. And apparently the numbers are possible. But he was really pushing it. He had 24 might and 25 vulnerability going, never mind the banner and trait additions to damage output, and the mob was apparently sporting around 1900 armor.
Given some of those additional conditions a warrior may be able to push 25k on a kill shot against a soft target.
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Kill shot is so hard to hit though..dunno i don’t like rifle warrior.
And also, damage is LESS in sPvP, dunno who told u otherwise :o
hahah, it’s got a 1,500 range so i’ve been sniping, but if 1v1 i’m using bow, it has a 4s immobalize that applies 6 15s bleeds! 25s recharge! and #3 hits for around 9k in case killshot/volley, dont get the job done!
and thank you! it was a typo, i meant PvE/WvW
But still, 45-50k? That’s like impossible to hit on someone!
Maybe if hes lvl 1 wearing no armor and using frenzy… lol
Hardest i hit with kill shot is 25k~ish on upscaled guys
Ran the numbers on that once. And about the only way to get 20k was if attacker had max power, crit chance and bonus, while the target was virtually naked (around 1000 armor).
In SPvP.
Yeah magnetic pull has been glitching for me allot, it sometimes only ‘pulls’ the person half way too me, yet when the enemy moves after the mild CC they are right in front of me.
It’s annoying as kitten.
I have this issue sometimes as well. I don’t know if it is lag, a bug some people can exploit, or just some glitch.
It’s a glitch cause by lagg on the enemy’s side lol , it’s been happening a lot to me as well
(you can tell someone is laggin cause they don’t walk, they shadow step eveywhere! it’s not different from a pull, they lagg at some point, disappear and randomly appear where they shoulda been)
also
only happens with other players and not PVE mobsbtw: fun fact, a while back someone exploited this by randomly appearing inside of keeps, and lately some warrior in sPvP, has been using it to freely teleport anywhere on the map
Ugh, makes me wonder what could be done if one was to artificially introduce lag somehow…
3,689,256 damage
3 stacks might, banner and ascended gear to go.
That is one dead crab.
I do suspect he is toast…
Considering that all the refugees getting moved to Southsun Cove are having to sign a lengthy contract, I suspect that we are going to see…. issues… arise from this small town. As to why they would move somewhere dangerous, I dont think the Consortium is being entirely honest with them.
Makes me wonder if said Consortium is related to the Inquest…
Elementalists and guardians have a trait that heal using the full healing power on dodge. In the elementalist case, it happens to be the dagger #5 skill, one of 3 non-#6 skills i know that fully utilize healing power.
Out of curiosity what is the third that uses a 1:1 healing power ratio other than guards and eles? I thought it was only those two.
oops, i got rangers healing spring mixed in there, and that one is clearly a #6 skill. Likely i managed to get myself confused about healing power ratios and skills that produce water combo fields.
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Kralkatorrik – through the heavy use of lightning – shows more relation to air than Jormag’s ice does. However, I don’t think any of the six can be classified as air – Jormag’s about snow and ice, which is all frozen water, and not about cold wind; while the lightning is overall a show of how heavy magical concentrations seem to take form (alongside the heavy use of lightning with Kralkatorrik, there’s also lightning in heavily corrupted areas in Drakkar Spurs and Arah – furthermore, iirc, crackling static is used as a description for powerful magic in the novels).
Lighting can be produced in many ways.
Thing is that after i wrote that bit i found this on the wiki, “Jormag is often referred to as being a living blizzard. It and some of its champions have powerful mental capabilities that alter their enemies’ way of thinking.”
A living blizzard? Alters ways of thinking? Perhaps i am reaching but the latter made me think about “whispers in the wind” promising power and fueling distrust.
Elementalists and guardians have a trait that heal using the full healing power on dodge. In the elementalist case, it happens to be the dagger #5 skill, one of 3 non-#6 skills i know that fully utilize healing power.
Warriors vigorous shouts comes close with x0.8.
Sadly all of that comes short when you can amass perhaps 1300 healing power with major HP gear and trait line. While attackers produce single strikes in the 5000-10000 range or higher
this is a good start for living story, it reminds me of war in kryta and winds of change but i feel like these missions were too easy.
you guys should design these missions around group play like dungeons making them require 5 people to do
I fully expect that to be the climactic encounter, the Rox instance was actually fairly challenging at a couple points to avoid being downed. Granted, I was not killed but it still piled a lot of melee on my poor ranger :P
Melee in tight quarters no less, something that seems to be quite a trend in ANet’s story instances. Just glad i had enough wherewithal to have flesh golem as my necro elite when i hit that fight, as it allowed me a breather at times.
Now if people want it harder, ANet could introduce a hard mode replay option.
How are you dealing with them once you get close? I found them much harder to dodge at melee range.
As an experiment, I did one on my warrior. I mostly walked in a lazy circle around it and dodge rolled as soon as it finished drawing a bead on me.
So in essence it is like any other mob, pain in a behind to deal with unless you zerker strafe it to death…
Nice work ANet, do anyone on the team not main a sig zerker?!
Dodge button, you have one.
Yes, dodge.
We’ve all got a dodge skill, which in itself goes a long way to highlighting just how important it is.
Honestly i feel it has become overly important. Btw, that thing shoots a knockback cone at least 1200 units out. And doing it so fast that unless you have swiftness up you need to dodge two times before you get close to it, only to get knocked back once the third blast happens before your endurance is back unless you happen to also have vigor going.
Never mind that they spawn in the weirdest of places, like on the hillside sporting a vista on top. Meaning that you need to get past it to get to the vista. This is on par with the sonic knockback dredge they parked on the unsecured walkway right next to a vista high above a major drege dig site.
A spike of game activity after every major patch, then spending time debating the changes and such.
Trick bosses in non-timed instances, ok. But trick bosses out in the open while on a timer may be pushing it a bit far.
So drege tech fueled by flame legion magic, and the combined potency has emboldened them into going on the offensive? And said offensive ends up ticking off the Sons into retaliation, with the locals finding themselves caught in the middle…
As for worshiping, nah. But it could be that the drege picked up some insights from a certain Inquest project regarding the harnessing of dragon magical energy…
Sometimes the leach, as the community seems to call it, triggers for no good reason.
There are two conditions that can trigger it, distance from spawn and if it think you are unreachable by whatever attacks the mob has available.
The second trigger seems to be what is causing a whole lot of grief.
And its Mordremoth – the former thread on Mordramoth apparently typo’d the name. I would argue that Mordremoth is “plant” – except for the grubs, all of the beasts related to the Nightmare Court appear rather planty (the spiders have a more green and thorn-like appearance than most other spiders, should they too be corrupted). Thus, the six Elder Dragons’ elements would be (in order of awakening with Mordremoth last): Fire, Ice, Rot (I say rot and not undeath due to Explorer Hekja during Estate of Decay in which she is rotten and decayed mere minutes after death, even in EoD the newly risen… risen are instantly greyed and decayed in appearance), Water, Crystal, and Plant.
Hmm, it hit me while reading this that you can reclassify plant and rot/decay as “positive/life-giving” and “negative/life-taking”.
This in that plants growing are always seen as a sign of life returning to a place, tho too much plants can in essence suffocate a place.
And eventually everything succumbs to decay, being it animate or inanimate.
In essence then you have a variation of the classical elements, if you reclassify crystal as earth. Oh and Jormag would be air (freezing cold air) rather than ice.
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Was doing one of the later Orr missions and were paired up with a couple of bickering charr. The exclamation from one of them right before the first fight is priceless
Seems doable since the patch, to i had to restart form checkpoint once because it seems there are multiple duos of krait spawning at the base of the path, and so you risk getting stuck up there fighting one duo after another. and yea, i found myself respawning into a fight against another krait duo.
To give a third example, estate of decay. Again multiple nobles can wipe out the entire team of npcs plus the character in an instant.
Had a run-in with this the other day. The combo of multiple nobles, compact room and a camera that is stuck to my backside because of all the walls resulted in me running around wildly to get out of one AOE “flower” just to find myself in another.
Only once i reset to checkpoint could i finish because the mobs walked back to their starting points and i was able to pick of one or two at a time without them all jumping me at once.
The fight was actually more stressful and difficult than the actual boss of that map…
It’s like ANet redesigned the mobs specifically to punish open world “facetanking”, without taking into consideration the number of times players are dumped into narrow spaces during story instances.
I run med kit, bomb kit, elixir gun continually in PVE, but can’t agree with myself on the last utility. I go back and forth between tool kit (feels wrong to have two melee kits on the bar at the same time), flamethrower (FIRE FIRE FIRE! Ugh, the range and the constant misses) and grenade kit (nades! ugh, broken keyboard), with the occasional testing of throw mine (so so grenade replacement, just with that the toolbelt skill was also a thrown attack, and perhaps that the mines were grouped tighter) and various turrets (ugh, those on destroy/pickup recharges!).
I just wish there was another long range kit besides grenades (or that autoattack actually worked on grenade #1) or traited elixir gun (or that #1 didn’t sound like a floppy noodle). swapping back to the rifle or pistol seems boring after having bombed or burned my way thru a event.
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I really miss the old Orr…. Why did ANet have to nerf it? Orr is supposed to be a tough place. Weak players should not go there if they can’t handle it. Bring the old Orr back I say! It was fun.
they didn’t so much nerf as fix a mob spawn bug that resulted in there being way more risen running around than intended.
Now at least you can stop and take in the scenery when you have slayed a couple.
And if you want a challenge aggro some nobles, purifiers and/or some of the other variants that recently got more instantly activated pulsing AOE. Always fun poking around some area and have a noble or two drop on your back. And those circles aren’t small either.
Not sure if ANet wanted to make group fights harder or just punish anyone standing still for more than a second with these changes.
I think the current mine kit could serve as this, if the main skill had knockdown instead of knockback (hate to see that tight mob group go flying all over the place) and the toolbelt skill came with a tighter grouping (half the mines end up behind me with not enough blast radius to reach the mobs in front of me!).
That way it could serve as a proper alternative to bomb and grenade kits.
Btw, the thrown mine has a blast finisher built in. So if nothing else it can be tossed into a field.
Turrets are and will continue to be a SPVP point defense item, not a PVE or WVW item.
Seriously, half the skills on all professions are so SPVP focused that they before worthless in anything but SPVP.
On the topic of staff #1, i could have sworn that the sound has changed.
Basically ANet looked over their statistics, Found out that warriors are the least played in SPVP and banner warriors the least of the least, and set out to fix that.
Face it, balance is SPVP first, PVE and WVW a fighting second.
Funny, because most of the open world can be done via en mass leeroying, also known as zerging.
And yet you can’t kill Half Baked right?
Indeed. But if the game is designed for strategy, how come he is the exception rather than the norm? ANet fail?
There’s a big difference between killing some random, roaming monster, and a boss bounty. Once you learn the this key difference, your skill level goes up +5.
Random roaming my foot. Event bosses are regularly zerg stomped. If those required more strategy people may pause and think.
Never mind that the bounties are under a time limit, and so the pressure to finish is mounting.
It took WW1 general years to figure out what they were doing wrong with actual human lives on the line, don’t expect players used to seeing bosses getting zerged regularly having an epiphany within seconds of the engagement going pear shaped.
Funny, because most of the open world can be done via en mass leeroying, also known as zerging.
And yet you can’t kill Half Baked right?
Indeed. But if the game is designed for strategy, how come he is the exception rather than the norm? ANet fail?
Funny, because most of the open world can be done via en mass leeroying, also known as zerging.
You had too many people on him. These guys scale up against you. We had Half Bake tonight with about 5 or 6 people and used conditions/combos really well. My mistfire wolf did some great dmg too.
Ugh, sounds like ANet didn’t learn anything from the Balthazar temple.
Scaling seems to go haywire once it hits a certain number of characters in both cases.
Almost as if the scaling is set up to be exponential.
That might actually be on purpose. One of the new targets for the training mission is described as “2-MULT will anti-zerg your faces off.”
https://forum-en.gw2archive.eu/forum/game/gw2/Guild-bounties-bounty-hunt-time/1685868
Sounds like the usual response when half-baked comes up is “forfeit and reroll!”.
I don’t see a lot of toons in culture armor. I do see quite a few in “look at me! I’m on fire!” dungeon armor.
In large part because the main way people get gold right now is COF1 speed runs. And as such they have plenty of token to spend on armor.
Never mind that the stats on the thing is berserker’s, meaning that it fuels their effectiveness in future runs.
Oh, and i think it is also the only armor set right now it a built in animation. This makes it highly noticeable in a crowd.
That is because D/D eles rock a non-6 skill, x3 given that evasive arcana is basically a must have for D/D from what i can tell, that gets a x1 payout from +HP.
Most other healing effects, when they are even slightly affected by +HP, get it at x0.5 or lower. Meaning that +HP is on par with +Condition Damage when it comes to poor payouts (burn gives x0.25, bleed is worse at x0.05 but make up for it via the stacking mechanic).
+HP is a poor trait in any profession. This because ANet wants to avoid the obvious healing bunker in SPVP. So instead they got the LF bunker during beta and now the elementalist and guardian boon bunkers. And while ANet plays SPVP whack a bunker, PVE becomes a game of avoidance and spike.
I can get him to phase 3, but then it’s Not Enough Energy and Death Shroud even with high vitality and 30 pts in Soul Reaping gets eaten by the first big attack. I’m starting to think it’s not possible with a necromancer because it’s the only class with no way of gaining Endurance/Vigor.
http://wiki.guildwars2.com/wiki/Endurance
http://wiki.guildwars2.com/wiki/VigorI use sigils of energy on both weapons and endurance food.
Demonstrating how powerful, if not downright OP, ANet has made the dodge mechanic.
I understand that they wanted a more active game, but this seems to border on tragically heavy handed.
Probably when I was in WvW and my warrior’s animation glitched and I held my Fellblade like a rifle.
Gunblade!
I was just reminded in another thread of one. Accidentally triggering dodge on a jumping puzzle because I’m cautiously moving myself close to a ledge.
Tap – move forward
Tap – move forward
Tap – oops timing to close dodge forwardAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH!!!!!! Splot!
First thing i disabled.
Maybe it my long history with games consoles and flight simulators from before there were analog sticks, but i have a habit of doing micro-corrections by quick taps on direction controls.
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I guess it still is having a champion karka steamroll the whole zerg in the spirals seconds after i quip that this could become a deathtrap.
Best i can tell the massive patches seems to have been continually pushed back for some reason or other. Perhaps the various WvW changes and such have produced more QA issues than they could live with?
Tbh I think the only time devs play the engineer is in sPvP and not WvW or PvE. Seems to be shaping up their behavior towards this profession.
Sums up the game in general. Just about every balance decision is done based on SPVP performance and meta.
Meh, a flat out fix for the autocast would be to remove the auto-attack fully and instead allow us to hold down a key to continually use a skill when it comes off cooldown.
I like the idea but how would you point and click things? Menu, inventory, enemies, npc’s, etc.
DDO has this and the setting in effect reverse the right click function. If you want to click something in game, you hold down the right mouse button to get a pointer. It will also automatically turn on the pointer if a window or dialog comes on screen.
It also throws a small reticule on screen when active, allowing you to interact with objects and NPCs by putting that near them.
Interestingly they have also made the default attack such that you hold the left mouse button to continue swinging rather than the GW2 lock on and auto attack.
Heh, as i think about it there is also a dodge roll in there. But to activate it you have to hit the block key and then a direction key. And yes, the block is in effect as long as the key is held down.
Villainous hunchback commies, gotta love it…