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{Guide} Guardian Paladin 2.0/2.5 Build

in Guardian

Posted by: haviz.1340

haviz.1340

Only “look down” on people that think pve has any real difficulty past the first 4 times you run an instance, dungeon, etc. Try EQ1 or maybe even classic wow starting at AQ 40 and beyond if you want something a little less challenging lol. This game’s pve is quite stale.

I would forgot, what about Liadri?

{Guide} Guardian Paladin 2.0/2.5 Build

in Guardian

Posted by: haviz.1340

haviz.1340

Only “look down” on people that think pve has any real difficulty past the first 4 times you run an instance, dungeon, etc. Try EQ1 or maybe even classic wow starting at AQ 40 and beyond if you want something a little less challenging lol. This game’s pve is quite stale.

In my very humble opinion, wvw is not exactly harder or engaging. If you want something challenging I would kindly suggest Battletoads from 1991.

{Guide} Guardian Paladin 2.0/2.5 Build

in Guardian

Posted by: haviz.1340

haviz.1340

@haviz
for a very long time Ele was good almost too good. I have one so I’m not that sorry for Ele’s.

In my opinion, elementalist was good only for bunkering 1v1 and could disengage easy.

Even now they still in better shape then Guardian.

Agree. In pvp every team has one elementalist, unlike a guardian. In pve, every team has one elementalist, unlike a guardian. In other words and in my humble opinion, elementalist is in good spot, unlike guardian who lacks presence in various game modes.

Dungeon super mobs!

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Which dungeon has them?

{Guide} Guardian Paladin 2.0/2.5 Build

in Guardian

Posted by: haviz.1340

haviz.1340

In my opinion, elementalist has it even harder yet Anet wanted to move its trait to master major.

{Guide} Guardian Paladin 2.0/2.5 Build

in Guardian

Posted by: haviz.1340

haviz.1340

In my opinion, guardian should not have so easy access to vigour.

Dungeon super mobs!

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Which elites ignore cc?

Slaying Potions, the double-edged sword

in Bugs: Game, Forum, Website

Posted by: haviz.1340

haviz.1340

Of course, if you want to troll your party a little bit, then by all means >:)

All I need to know.

Give 10/30/0/30/0 or 10/25/0/30/5 some love

in Guardian

Posted by: haviz.1340

haviz.1340

Do you ever dodge? Do you ever have to dodge each and every attack to keep your scholar bonus? In some encounter for the most part you could just stand there never get hit and never lose Aegis thus UC would be a better choice. In most fights as a zerker guardian you dodge when necessary and generally that is often. If that is the case then your endurance bar is never full even with vigor.

When I am playing a guardian, I rarely have to, mostly because of overpowered, in my honest opinion, reflections. Thus, once again I have to kindly disagree with you.

Zelyhn's Advanced D/F [PvE Guide]

in Elementalist

Posted by: haviz.1340

haviz.1340

@ haviz: Which build is that?

A bit worse than my druid build but still delivers.

Whatever happens with the train..

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Posted by: haviz.1340

haviz.1340

Lets nerf everything so we can get back to LF2M COF P1 FULL ZERKER WAR EXOTIC ONLY NO NOOB CONTINUOUS FARM 1HR+

Could I ask you a question? What would be the difference for you? You farmed back then, you farm now, you are going to farm in the future. Does it matter what profession you use for farming? I would kindly argue anet could introduce new profession called farmer, specializing in agriculture.

Give 10/30/0/30/0 or 10/25/0/30/5 some love

in Guardian

Posted by: haviz.1340

haviz.1340

Power of the Virtuous lol did you actually read the trait? (hint: read the bold)

Elusive power in real play where you might not be the perfect player who never get hit while having 0 vigor. is generally more bang for you buck vs UC. You could be perfect run CoF 1 and never get even then I would say it is better.

And no it does not always do more dps.

Would you mind if I interrupt your thought process?

If you have elusive power you have permanent vigour. That leads to the decrease of elusive power’s efficiency to lower levels. As such, I would kindly disagree with you about its potential.

Zerker Build for PvE and Dungeons

in Warrior

Posted by: haviz.1340

haviz.1340

If you really wanted to go selfish you would run full zerker and afk range the boss from a safe distance.

That’s actually what pros do and I would also like to add that I do that as well.

Zelyhn's Advanced D/F [PvE Guide]

in Elementalist

Posted by: haviz.1340

haviz.1340

There’s no need to develop, just use my build.

Give 10/30/0/30/0 or 10/25/0/30/5 some love

in Guardian

Posted by: haviz.1340

haviz.1340

I am here in this forum to share and learn new stuff.

I cannot remember any boss offhand. Skipping of mobs relates to Arah dungeons p1 and p2. I cleanse whatever I see immediately. Look, if you still want to reply to me in such a condescending manner instead of giving me non-rude proper guidance, you are just reminding me of the very reason why I post so little. Stop being an elitist and lend a kind helping hand to a fellow guardian if you will. Otherwise, I would still appreciate it if you can leave the thread alone. Thank you.

I would like to add that you could or even should use judge’s intervention, blinding flash and other magical properties of certain items for skipping. Was it helpful?

WvW & Ascended Weapons/Armor [merged]

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I have 3 characters at level 50. And one at 53, since I like my rewards and I really don’t feel like wasting time doing odds just for the sake of the number.

Well, you just proved I was right.

WvW & Ascended Weapons/Armor [merged]

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Again… Ascended equipment in general is used for infusion slots. Infusion slots allow us (fractal players) to put in agony resistance in our stats.
More info on Agony in general.

Now Agony Resistance is needed for progression in fractals. The maximum cap at the moment is 55 Agony Resistance. This allows us to get to level 50. At level 50 at the moment there’s a cap in place where Agony Resistance doesn’t matter because you will die regardless. That cap was put in place for some unknown reason to us all. With additional 6 infusion slots Agony Resistance will be increased to 85 total. With that in mind, the cap on fractals should be removed and progression will be possible (without doing odd level fractals).

The only problem with Ascended Weapons / Armors is that the stats are slightly higher than those of Exotic status. That being said, makes thus equipment more desirable for everyone that wants to increase their stats, rather than just those that do fractals.

Aside from regular Agony Resistance infusion, the slots can be used for other infusions such as +5 power, +5 vitality, etc. That slight rise in stats along with another slight rise from ascended equipment make it desirable for many elite players basically trying to max out their class output. Aside from that infusion slots can be used for non-combat stats boost infusions such as +20% Magic Find or +20% Gold from monsters. Those infusions make it quite desirable for farmers.

Any way you looking at it, make the ascended armor desirable for anyone looking forward personal increase of stats or gold. But more than anyone, fractal players.

Every single party in the game been getting content for their way of playing. PvP with new maps and matching systems, WvW with new map coming out and constant additions such as map rewamping, wvw seasons, rewards, uprgading, leveling system. And most of all PvE players with new content coming out with every 2 weeks, along with dungeon rewarding, champion farming etc. Us, the fractals players been practically playing fractals since it came out a year ago, and since then it was practically untouhced. Reward system is purely based on RNG as it was since day one. The profitability from fractals is close to none compared to all other ways of making gold. And we had the same exact 9 maps since the fractals first came out.

It is our turn to have some fun.

See, any fractal player I know mind ascended gear. And I am most likely higher in “fractal progression” than you are.

WvW & Ascended Weapons/Armor [merged]

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Ascended armor is made for fractals. Stats make no difference, but the infusion slot allows us, the fractal players to advance.

Regardless on what you think of ascended weapons or armors, it’s is purely made with fractals in mind.

Very sad to see them begin acquired outside of fractals.

WvW & Ascended Weapons/Armor [merged]

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I want ascended armour so that I can get enough AR to not get killed on high level fractals.

Arah Path 2 final trash run strategies

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

This is unbelieveable rude.

Returning player, how have Guardians changed?

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Posted by: haviz.1340

haviz.1340

I am very sad to inform you that fortunately guardian players have not changed a bit. You can still tank, heal and do dps.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Stationary bosses versus mobile bosses are a difficult subject. Anet will always be limited by the technology. Having an enemy of that scale walk around and chasing players is just really difficult to do. I’ve worked on both kinds of bosses myself, and in a generic console game, static bosses can work just fine. They allow you to make a boss look huge and epic. And since the players are confined in a limited space, they’ll never get behind the boss, and the limitations aren’t blatantly exposed. But of course, this isn’t a console game. This is a large open world MMO, and players will attack the boss from multiple sides. And that makes bosses like Tequatl just look rooted in place (which they are).

One of the solutions my colleagues found for making static bosses less static, is the ability to let them target specific players. This however required a form of inverse kinematics, where a body part of a boss is moved/animated towards a player automatically, without premade animations. But this allowed a static boss to target specific players, and stomp his hand down on them. It made the boss acknowledge that the players were there, instead of spamming attacks that hit the whole zone.

What they could also do, is animate Tequatl to sometimes change his position. These could still be fixed positions, but this would allow Tequatl to leave his spot and stand somewhere else randomly.

Stationary bosses will always be less interesting than mobile one, that’s not difficutl at all to argue. And game engine already uses inverse kinematics, how else would your character move properly?

best build and gear to carry a bad group

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Posted by: haviz.1340

haviz.1340

Ask them to afk and then solo, preferably with my build, though I don’t know if using spirit weapons still counts as soloing.

How do warriors sell p1 ac?

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Posted by: haviz.1340

haviz.1340

They exploit, dubble times.

"Fumble" dodges.

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Posted by: haviz.1340

haviz.1340

I haven’t got a single fumble in over a week.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Every epic boss (meaning stationary) will never be as good as normal bosses could be. Those epic bosses do not react at all, they just do their attacks, usually in same rotation. It’s pve in its worst state.

The design of ranged weapons and dungeons

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Yeah all those people ranging Colossus, Howling King, Ghost Eater, Adelbern, Belka, Abomination, Tequatl, Melandru, Grenth, Orrian Spiders, Risen Elementalists, Risen Berserkers, Wraithlord, Lupicus, Balthasar, etc. are really stupid, chosing the hard way!

Maybe range combat gets easier with my newest build?

The design of ranged weapons and dungeons

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Totally right. Ranging is harder, slower and painful. Should be deleted.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Ups, I meant gw2. Sorry for making you write that wall.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

I get the feeling that Anet is still learning a lot on how to make bosses work in GW2. In GW1 it took them several campaigns to finally deliver a few bosses that were good boss fights.

Mai Trin was a good attempt. The mechanics were solid, even if it was perhaps a bit unforgiving. The final boss of the Molten Facility was a lot better in that respect: Clear tells, a steady difficulty curve, clear mechanics, and some margin for error. All of the mechanics are taught as you play the dungeon, and the boss fight gradually becomes harder as you’re fighting. It also had a good arena, without any camera troubles.

To me it feels the Clockheart is another step backward, and Tequatl is a step forward. They are slowly getting there. But they really do need to step up and fix the core issues with the combat system. Control and conditions first and fore most. Defiant/Unshakable needs to be changed, and the condition cap needs to be resolved.

Actually, the best bosses in gw1 were present at launch.

Tequatl is the step forward? I guess it might be very engaging fight for someone.

{Guide} Guardian Paladin 2.0/2.5 Build

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Posted by: haviz.1340

haviz.1340

I dont see a need to be an expert in a particular area of the game in order to be competent in writing a guide on how to build for dps. But hopefully someone can put some effort into this, especially since there is a guide to pve, which might encourage someone to write it.

I keep seeing people mentioning that only dps matters in pve. Shouldn’t that mean that guide to pve is wrong? My own build tries to be balanced as much as possible though.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

umm, actually, yes, it does.

I am sorry to inform it does not. You can check the wiki or test in-game.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

That would make sense if anyone suggested they were tied together, but no one did, so it doesn’t make sense.

As well, it is as if you completely ignore the easy solutions that are already in place, simply because it isn’t what you said. If you want mobs to ignore snares, you give them defiant, you do not give them a mechanic that completely gimps a large amount of builds.

I misunderstood you at the beginning so that is invalid now.

Defiant does not ignore or influence snares in any way and needs to be completely revamped to increase the viability of control skills. Adding snares resistance on top of control resistance is a really bad move to make here.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

What in the world would possess you to mention warrior sword? You were very specific in your comments about ranged, I cannot grasp the point in so strongly contradicting yourself.

Again, your not making any sense at all in reference to condition damage. You have not offered any facts to justify further gimping condition builds in PvE. I on the other hand offered a much more logical alternative, and you shoot it down. Because of this, I am not entirely certain you want to solve an actual problem, it really appear to me as you simply are trying to promote a change that will suit your personal needs with a specific build on a specific profession.

I referenced warrior’s sword and ranger’s longbow as a counterargument that condition builds are tied to ranged weapons because they are not. I do not want to reduce effectiveness of condition damage builds in pve, only to make snares removable by enemies.

There’s also an issue when Jon Peters mentioned that they are working on improving condition builds viability in pve which should be done long time ago but pvp viability and rather faceroll character of said builds is what makes those builds harder to balance in pve without completely destroying half of the game.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

That happens not only when they can’t reach you. It can also happen if they have a ranged attack and you’ll keep hiding behind walls of reflection (or similar mechanics) for too long. Even if there’s a path to you they could take. In fact, with some slow moving attacks it is possible to trigger it by just strafing left-right. I assume that invulnerability kicks in when mobs are being damaged, but themselves are unable to hit their target for longer than a certain preset time.
Happens quite often with harpies in uncategorized fractal.

No, it never happens when you camp behind wall of reflection. It happens when you are on higher or lower ground.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

No what I mean is that we should be able to make use of a vantage point, if we have frickin bows. If I climb on top of a tall mountain, and enemies below are in range, sucks to be them. And if that enemy is a boss, then he should have the means to deal with ranged opponents, and not go invulnerable. That is why the harpies in the Uncategorized Fractal are so frustrating. Not only is it clearly a bug that they go invulnerable, but they are on floating platforms, and we’re not allowed to shoot them. It blatantly puts the stupidity of this system on display.

In GW1, if you found a vantage point, you could shoot down on enemies. Hell, you can do that in WvW no problem. And then those enemies either have to run away, or go around and find a way up to where I am. That’s the whole point of a ranged weapon is it not? Being able to hit enemies from afar?

If bosses can be hit from a spot where they can’t reach us, and they need to go invulnerable because they can’t handle it, then that’s lazy design. A boss should be able to cope with the environment that was specifically designed to fight him in. Give the boss a ranged attack, maybe a pull move, or not give us a vantage point at all. But this entire invulnerable mechanic is just a sloppy solution to poor PVE ai, and it harms the tactical advantage that a ranged weapon has.

Or make a terrain flat and no one whines about bosses going invulnerable.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

It’s quality is unparalleled.

FotM Dredge path needs a redesign

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

You can solo it as a shortbow thief. I do it all the time.

You can solo it as a naked greatsword warrior. At level 79. I do it all the time.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

But with or without rewards. This dungeons is one of the best dungeons in the game with interesting and good balanced mechanics, boss fights and even the Trash isn’t really annoying.

Mad Queen Malafide disagrees with you:

First reaction that me and my team had when they did the Aetherblade Path was: “Yup, Anet still can’t design boss fights”. It’s dreadful.

But don’t worry, I disagree with him!

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

You forgot:

  • Enemies that can’t reach you, go invulnerable. But they can still hit you. Thus defeating the point of ranged combat.

This is great, I’ve never seen someone pointing that out. What you mean is that we should be able to climb on some cliff and shoot down on poor bosses?

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Possibly the issue a general short sight and need to judge players without even reading their posts.

If the main purpose of this forum was discussing the game wewould have understood each other points

That is also the main problem of dungeon subforum……that should not be a hall of fame.

I really would like to have a proper discussion with you some day but you always leave it before it even starts.

Hall of fame title is already in few subforums’ hands.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

We don’t need to play semantics. Anything bigger than zero is more than zero. And of course ranged is not zero. Quite often it’s even more risky than melee.

Quite often? Please, list those situations. Once I got back in about a week I might record how range is 0 risk.

Importance of End Game (scale 1-10)

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Posted by: haviz.1340

haviz.1340

See, I don’t need a final boss…which is my point. I could care less about a final boss. It’s what makes it more of a game and less of a world to me. That’s why I like zones like Hirathi and Straits of Devastation better than other zones. Because it’s less about a big boss and more about an ongoing war.

But other people do and you should acknowledge it. Does Anet want to lose those people or will it give them a proverbial carrot?

I for one like some of the temple events but only under one condition – at most five participating players. Wish they would just swap temple priests with arah priests, that would mean more fun for zergs and for dungeons crawlers!

Cliffside Fractal arm seal exploit

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Posted by: haviz.1340

haviz.1340

Levels 28-48 are at least manageable with both seals surrounded with cultists. That changes laters.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Unfortunately, only very few people share this opinion, compared with the ones that feel it’s terrible.

The problem with the path is that it’s just too much. Too many puzzles mainly. Most dungeon paths have 3 bosses and 1 puzzle. This path has 3 puzzles and 3 bosses, which is a little bit too much imo and makes it take way too long.

It is awesome on a different scale called “colossal waste of time”.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

almost any dungeon boss is harder at range…..a good part of lupicus included.
The Whole melee strategy is to maximize support and dps and negate the most mechanics possible while having free ress being Always in the range of 4 other players.

Obviously the lack of aggro system makes almost impossible splitting ranged combat and melee.

We are definitely playing different game in which I can block most of the agony and have easier time when ranging bosses.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I had zero risk. Things changed and I have some risk. I now have more risk than I had before.

Edit: Also, the assumption that range has zero risk/aggro occurs only in some situations (e.g., as a ranged character in a dungeon party with the rest melee). Since a ranged characters actually are at risk in other situations, increasing that risk would be adding a positive to an existing positive.

We’re playing semantics right now but you cannot add more risk to nothing, you can add just risk to nothing.

Balancing Vigorous Precision

in Guardian

Posted by: haviz.1340

haviz.1340

So basically they are just going to slowly strip away all our defenses till this is the worst class in the game. I am not really sure how one is supposed to mele with such low health or regen like we have withou dodging. GJ Anet

Guardian won’t be the worst class, that title belongs and will belong to elementalist.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Why would you want to add risk to range weapons?

Ranged weapons are supposed to be lower damaging, low risk weapons.
Melee weapons are supposed to be high damaging, high risk weapons.

What you’re proposing is this:
Ranged weapons: low damage, high risk
Melee weapons: high damage, low risk

That doesn’t make sense at all. And the topic is “Ranged weapons seem to suck in this game”.

So why do ranged weapons suck?
-Melee can basically close gaps instantly or escape instantly, which negates the low risks on ranged weapons.
-Stacking and meleeing. Damage mitigation, receive boons, heals, and condition clearings from group. Used in WvW, dungeons, and fotm.

To improve their viability by increasing damage without making them too easy to use. Plus, currently they are 0 risk, not low risk.

Ranged weapons seem to suck in this game

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Adding to zero is easy. Multiplying zero by anything is unproductive. One way to add risk to ranged would be to remove the aggro criteria “closest target.”

You can add to zero but how can you add more to zero? Zero means nothing and adding something more means there was already something.