“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
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Well, I’m not a big fan of retaliation in PvE. Many enemies later into the game tend to be the slow but hard hitting type. You simply don’t get many hits out of it. That’s not to say retaliation is terrible, but to base your build around it is a bit of a stretch.
Your wells should hit for decent damage given your high power so I think that’s OK. However, I think Vampiric Rituals is a bit of a dubious trait. IIRC you’ll get 25hp/pulse/enemy which is all nice and good if you can get 5 enemies into well but more often than not, you won’t. I think Mark of Evasion is actually better because you’ll give a good smack of Regeneration to you and allies, which for you, should tick for about 160hp+ per second. It runs on a 10 second cooldown, which is rather short.
Last, I think if you are looking to use the well aspect to be supportive, it seems better if you get the ground targeting trait for it, otherwise having to run to an ally to support them isn’t very helpful.
Oh and, a lot of people suggest using Rune of Divinity if you have a 6th slot that is not useful.
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So I posted this in case others had overlooked the option. Was this the way GW1 was? Are there other similar MMO/RPG games that work similarly?
In GW1, you did not have to pay to respec (although unlocking a secondary profession may require doing so). Any time you were in a town or outpost, you could move your attribute points and change your skills. However, once you left said town or outpost, your skills were set (unless you learned a new one, in which case you could swap that one in) and your attributes could not be decreased (however, you could throw more points in, usually done when leveling up). Even changing your secondary profession could be done freely in a town or outpost.
Nope, at the very beginning of GW1, there was a ‘payment’ system for respeccing.
http://wiki.guildwars.com/wiki/Attribute_Refunds
Took them more than half a year to realize how silly it was.
Hmm, rune of the sanctuary level 6 isn’t very useful in my opinion. Is this for sPvP or PvE?
Did you even test this…?
They don’t have a test server.
They do, we are the test server. This is a $60 beta product.
Do you realize how ridiculous your claim sounds? I’m not a fan of Arenanet’s constant blunders but for them to go out of their way to flag you is pretty kitten crazy.
Um, I wear magic find gear once in a while but by no means is it an addiction, and by no means is not using it giving up. Its like changing builds.
Here’s the thing to note. Did said player choose rune of the eagle specifically for Level 54 FotM, as this was the only rune set that could allow him/her to finish the dungeon; OR:
More realistically, the person chose to use RotE way in advance of reaching that level of the FotM, because he/she is good enough to do the dungeon with any sort of gear anyways. Lets face it, he has actual skill. What if he ran with divinity gear and was able to finish the dungeon, does that mean divinity gear is the best? No.
using 30 points in Soul reaping is good for you, if you use Knight’s full gear with berserker jems slotted in the accessories, your SR 30% mod from the trait line will compensate for your lack of Vitality for scaling death shroud.
You could use runes, but i recommend soldier crests, or using 2 runes of krait, mad king, and afflicted if you really want the condition duration.
the main problem with your gearing/building mindset is that you have split goals. You’re trying to make a staff/DS build and Toughness+Vitality makes Death shroud better. yet you’re trying to run a hybrid build, which won’t benefit without the precision and condition damage.
why not go 10/30/0/0/30 with d/d + staff and full knight armor, rampager accessories, and berserker jems slotted in the trinks? you’ll max crit damage, stack precision, have runes of rage(2) and runes of citadel(2) to make furious demise trait Fury last 6s… if you’re really set on DS/staff then you could just do that build and spam ds4 all day. trait for DS cooldowns, efficiency, and stability, and in curses grab furious demise, hemophilia, and withering precision. you could have almost 100% uptime on fury and DS as long as you can generate the LF. But beware, that kind of build is a total gimmick build. i wouldn’t recommend it.
the trick to hybrid builds is bridging the gap between using power and condition damage. and the way our traits and mechanics are set up, rampager+ d/d or s/d or s/w with max curses, dribble in spite, and condition runes with toughness sources will get you a long way. proc’ing bleeds/healing is the way to stay up
100 precision via Curses is not even 5% chance (need 105 for that), IMO is quite negligible in the way of getting another trait that suits you better. Personally I go 0/20/0/20/30 myself. Target the Weak does look very promising but I’ve always felt I needed 20 on blood for well recharge.
Hmm now that said, he probably wants 20 points in spite for the +10% mark damage, at which point it feels strange he missed the death magic tree completely for staff related enhancements, primarily staff mastery and greater marks.
i never said to put only 10 points in curses dude.. it shows 30 points.
You’ve misinterpreted what I said. He is going 20/20/ and you asked why not go 10/30 to stack precision. I’m saying that 100 extra precision won’t matter much if you don’t get a trait suitable for you.
I think the main issue with Trahearne is that it feels like he is in place so our characters wouldn’t have to speak a lot. With five races and two genders per race, if our characters talked a lot ArenaNet would have to record a lot of dialogue. Trahearne solves this by saying most of the things it should be our characters saying, such as rallying the Pact army for an assault. The issue, of course, is that is very much feels like he is doing something our characters should have done instead.
This actually makes a lot of sense, especially when you factor in the cost of voice acting. Still, yeah, it’d have been nice for it to be handled in a way that doesn’t make him seem like a total spotlight hog.
I used to think this was the case, but just look at all the VA they had to do stuff that could’ve been cut completely from the game. So many choices that amount to nothing, the dialogue time for that could’ve been put elsewhere.
Caladbolg:
Remember that part in the story where Trahearne summons a bunch of flesh golem out of nowhere because some trees trapped you in a cave? That almost touched on Deus Ex Machina IMO, but I always wondered if that could be a properly fleshed out story. The Caladbolg will be redesigned as an Orrian artifact, a sword adorned with runewords only Trahearne is able to read. I will explain why this is so later. He will find this weapon after your first mission that takes place in Orr. Trahearne becomes ever slightly more obsessed with the Caladbolg as time passes. Being the stoic character you are, you’d advise him to take care in using it.
The missions in Orr will continue as what they are; missions that involve the destruction of Zhaitan’s generals and lieutenants. Some will involve saving people from the pact, some will involve defending a base. What is present in the game at the moment is sufficient for the purpose of gameplay; with one major difference. There will now be a small deviation in the story based on the characters performance.
Trahearne will now seek to use Caladbolg to solve major problems the player faces in missions. Just like how he summons flesh golems to fight his way out of a cave, the Caladbolg becomes a swiss army knife of dark magic that will aid the player in difficult circumstances. Some of these events will trigger if the player doesn’t choose to stop Trahearne from invoking the sword’s power. If the player chooses to stop Trahearne, then they will face a more difficult fight due to the lack of aid. Sometimes Trahearne will invoke the sword’s power if the player cannot complete a certain objective in time; e.g. unable to rescue soldiers in time.
Final Encounter
The game will keep count of how many times Trahearne has invoked the sword’s power. Now, we need to remember Trahearne is not the main character of the story. Notice how even in the spotlight of using the Caladbolg’s powers, the scenario happens out of the players choice, rather than something the player cannot control. At this point Trahearne believes that the Caladbolg will be source of Zhaitan’s destruction, regardless if you let him invoke the powers of the sword at all.
If you did not, Trahearne remains uncorrupted, but is overconfident. In facing Zhaitan with the Caladbolg, he is defeated, mortally wounded. Zhaitan mocks your player, telling you that even the greatest of artefacts cannot defeat him. The sword lays on the ground broken and devoid of its magical runewords. Now your character runs his epic hero spiel, he tells Zhaitan that with the power of courage, friendship blah blah blah, is mightier than any artefact, and does battle with Zhaitan, and defeats him.
If Trahearne did invoke the Caladbolg’s power on several occasion, his encounter with Zhaitan will cause Zhaitan to detect Trahearne’s innate character weakness and complete the corruption. Trahearne turns on your player and you are forced to fight him in a duel (because duels are epic). Same as before, he is mortally wounded, Zhaitan mocks you. Blah blah blah.
Epilogue
You clutch Trahearne in his dying moments, he tells you that he was wrong in relying on material things to overcome adversity. He tells you that the Caladbolg is an item that fused with the runewords of the scrolls that caused the Cataclysm centuries ago. He thought that his knowledge could let him control its power, but the reverse happened. With his dying strength he uses the last of the runewords on the hilt of the sword to do that ritual which cleanses Orr.
Well. That’s it.
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Disclaimer:
This is not a feedback topic about Trahearne, plenty of them around. I’m currently working on writing a restructured personal story for the human storyline (as pointless as that may seem) and this is one part of it. There won’t be any sweeping changes that removes characters completely, hence this topic features Trahearne.
Ok, so my reason for writing this, apart from the general dislike for the way Trahearne takes over the story, is also the very evident problem that choice in the personal story doesn’t seem to amount to much. Choice in the personal story is merely an illusion that selects the next mission for you and never really leaves much to do in the way of consequence. My rewriting of these two aspects of the story, Trahearne and Caladbolg attempts to bridge this gap for the last arc of the story (creating the pact and invading Orr). Of course, everything written here is IMO, feel free to disagree, or whatever.
The Problems:
Some of the big problems I feel with the last arc in the story is that although Zhaitan is seen the main enemy of the story, the lack of his presence in the parts leading up to the story makes the story feel like it lacks an antagonist. His lackeys and lieutenants often appear and die in the very same part of the story they are introduced, leaving no real theatre for unfolding drama to occur.
While this is the nature with ‘final bosses’ that don’t need to get their hands dirty we are also left without a sense of drama without and antagonist. Trahearne and the main character don’t have situations to play off each other, hence there is never really conflict of interest to create drama either. They never seem to disagree; Trahearne is basically there to spew expository dialogue, and you, the main character, are his hands in solving matters.
The Pact:
I never understood why your main character couldn’t be the actual marshal of the pact, apart from that weak reason that the marshal should be someone who is not from an order to remain impartial. Whilst this reason is plausible it does seem to reduce the order leaders to the framework of squabbling teenagers unable to see the bigger picture.
If your main character was Marshal, Trahearne would then be your commander, thanks to his abundant knowledge of all things Orr. Think of him as a king’s advisor, your right hand man. From a gameplay perspective the order leaders will then report back to you after each mission, becoming the very source of exposition the game needs in order to move forward. You can then select which mission to partake in after listening to their spiel.
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There are also NPCs from all the other 4 races that show up later, though unless you did their story branch, you won’t recognize them.
I’m not sure if that was supposed to alleviate the OP’s concerns or something, but since when did that become good writing, introducing a bunch of characters way into the 3rd act and hoping the story still makes a semblance of sense?
Hear hear! AMA please, we’ve had a programmers one, a studio designer one, and err…Izzy’s one. Lets have a writer’s one.
Oh, sweet Jesus. I couldn’t STAND the introduction to the orders. After that arc, I didn’t want to join any of them.
I always thought I was pretty easy going when it came to bad writing. Usually, nothing really grates on my nerves in a way that causes me to stop and exclaim, “this story SUCKS!” The “personal” story in this game is the exception.
This. So much. After one mission with them and going back to my home district to hear them squabble I thought, “these are the jokers that are supposed to help save Tyria?”
i dont think dagger/power builds are viable in any way, compared to staff/scepter/x. we’ll have to wait for patch, but currently there’s no reason to go axe or dagger MH.
Dagger MH on crit builds can easily crit upwards of 5k with just simple auto attacks. Drop a good well and a dark pact (which crits hard too) and you can kill people before a conditionmancer can say rending curse.
CoE Subject Alpha path 2 and 3 are a good indication of how bosses in PvE are balanced I think. The crazy damage AoE mostly relies on a dodge. Its true you can circumvent it some of the time by moving out of the circle (in which case swiftness is awesome), but this is less desirable than dodging, since moving away is unreliable if the aoe coverage is high. Now you’ll notice he AoE’s exactly around the time you’ll gain one bar of dodge, without vigor.
The other attack that usually requires a well timed dodge is the crystal prison. Now, if for some reason in that fight, you used a dodge outside of these scenarios, you’re likely going to be out of endurance to dodge when you actually need to. For any necro aspiring to solo subject alpha, I believe vigor is absolutely needed, lol.
He is by far not the ONLY boss that seems to have attacks timed around dodge recharge times, and of course not my only reason i want vigor on my necro (i just like to dodge).
I don’t see necromancers ever getting vigor either because it seems like the stance of the devs that DS should be the extra ‘dodge’. But sometimes, DS isn’t the solution. Its much better to negate the damage completely than have to waste LF for a dodgeable situation. Not to mention it has cd.
using 30 points in Soul reaping is good for you, if you use Knight’s full gear with berserker jems slotted in the accessories, your SR 30% mod from the trait line will compensate for your lack of Vitality for scaling death shroud.
You could use runes, but i recommend soldier crests, or using 2 runes of krait, mad king, and afflicted if you really want the condition duration.
the main problem with your gearing/building mindset is that you have split goals. You’re trying to make a staff/DS build and Toughness+Vitality makes Death shroud better. yet you’re trying to run a hybrid build, which won’t benefit without the precision and condition damage.
why not go 10/30/0/0/30 with d/d + staff and full knight armor, rampager accessories, and berserker jems slotted in the trinks? you’ll max crit damage, stack precision, have runes of rage(2) and runes of citadel(2) to make furious demise trait Fury last 6s… if you’re really set on DS/staff then you could just do that build and spam ds4 all day. trait for DS cooldowns, efficiency, and stability, and in curses grab furious demise, hemophilia, and withering precision. you could have almost 100% uptime on fury and DS as long as you can generate the LF. But beware, that kind of build is a total gimmick build. i wouldn’t recommend it.
the trick to hybrid builds is bridging the gap between using power and condition damage. and the way our traits and mechanics are set up, rampager+ d/d or s/d or s/w with max curses, dribble in spite, and condition runes with toughness sources will get you a long way. proc’ing bleeds/healing is the way to stay up
100 precision via Curses is not even 5% chance (need 105 for that), IMO is quite negligible in the way of getting another trait that suits you better. Personally I go 0/20/0/20/30 myself. Target the Weak does look very promising but I’ve always felt I needed 20 on blood for well recharge.
Hmm now that said, he probably wants 20 points in spite for the +10% mark damage, at which point it feels strange he missed the death magic tree completely for staff related enhancements, primarily staff mastery and greater marks.
I want necromancers to have access to a vigor buff. Yes, I’d prefer vigor over another way of getting stability.
Dropping wells is about either anticipation or zone control. Zone control is a no brainer, drop it onto a zone, enemies move out of the zone, or stay and get killed.
When your target is moving, don’t drop your well right off the bat. You go in for a few choice attacks and depending on how you do, your target is going to move, either to chase you or to run away. Then you drop your well. And then you root them in place because wellmancers probably use daggers. And if you still have wells to put them in after that, you fear them back to it.
I’d say what OP said is more of a problem back when we had those terrible 8 second wells that pulse every 3 seconds, but it really isnt anymore.
i pretty much cap camps so it should work ok?
if that is what you do yea, should work ok. I just often find myself in ranged battles and honestly wonder how melee spec’d people have fun in WvW
When you kill people as quickly as you can with a berserker set you’ll see why its fun.
you are bored with condition but think you wont get bored with dagger main hand when most WvW fights are ranged tower attack/defense? wut?
Its actually thrilling to duck in and out of your mob of allies for quick kills when you aren’t attacking a fort. Also, you can use pull and immobilize to kill enemies who stand on parapets.
i pretty much cap camps so it should work ok?
i run a 0/20/0/20/30 dagger build. its great fun!
Neither tbh. Its all about the warhorn.
Focus – due to the number of enemies, focus 4 is pointless. focus 5 is MAYBE useful for slowing down a straggler, but stragglers will die from ranged attacks anyways.
Dagger – blinding 3 enemies out of a possible 10+ is not very useful, and you’ll probably just blind off an autoattack. Enfeebling blood is OK though.
Warhorn – aoe daze against enemies you’ll be toe to toe with? win. Crippling people you’ll be toe to toe with? More win.
Don’t forget condition removal is nearly useless PvE so it doesn’t really matter too much if it’s broken. The real life saver is the blind.
What use is there in the warhorn PvE? There’s nearly no use for cripple against mobs as they don’t try to run away, and the daze isn’t useful for anything more than an interrupt without condition duration and +daze duration from mesmer runes
d/w is good because w5 adds swiftness (cant live without it imo) the cripple is an AoE snare and Dps.. which is good for power builds and generally running around. w4 daze is a fast interrupt and works on bosses as such. this is important for a good player who uses it in say…
SE path3 first boss that burrows.. when he starts to burrow, you can hit horn4 and interrupt his burrow, probably saving 1-3 lives in the party. (when he pops out, it insta-downs people)As a necromancer, you could use DS fear, which interrupts more reliably, (defiant resists daze, unless you’re one of those weird fractal bosses), is near instant, WH4 is not, has better range, and has better cooldown.
Cripple in pve. Well…enemies hardly ever run away, so you don’t really need to catch them. You’d want to cripple an enemy that is powerful in melee, yet the cripple is melee range..hmm, go figure.
Oh it does hit several times though, it actually acts as a decent pbAOE with vampiric traits.
I actually use both ds3 and w4. personally my tastes i use wh>focus but that’s because i also WvW on top of dungeons. the swiftness is just too good =/ but otherwise, focus is the way to go for PvE if that’s what you do.
I think Unshakable/Defiant is primarily the problem with dungeons in the game atm. It makes a necromancer too good (yet people don’t realize this yet). I see why its needed, because otherwise bosses can just get permastunned into oblivion, but it also leaves other classes with no reward for good reaction and CC.
That said, I take warhorn for WvW, focus for PvE, dagger for sPvP. Its so nicely categorized!
Don’t forget condition removal is nearly useless PvE so it doesn’t really matter too much if it’s broken. The real life saver is the blind.
What use is there in the warhorn PvE? There’s nearly no use for cripple against mobs as they don’t try to run away, and the daze isn’t useful for anything more than an interrupt without condition duration and +daze duration from mesmer runes
d/w is good because w5 adds swiftness (cant live without it imo) the cripple is an AoE snare and Dps.. which is good for power builds and generally running around. w4 daze is a fast interrupt and works on bosses as such. this is important for a good player who uses it in say…
SE path3 first boss that burrows.. when he starts to burrow, you can hit horn4 and interrupt his burrow, probably saving 1-3 lives in the party. (when he pops out, it insta-downs people)
As a necromancer, you could use DS fear, which interrupts more reliably, (defiant resists daze, unless you’re one of those weird fractal bosses), is near instant, WH4 is not, has better range, and has better cooldown.
Cripple in pve. Well…enemies hardly ever run away, so you don’t really need to catch them. You’d want to cripple an enemy that is powerful in melee, yet the cripple is melee range..hmm, go figure.
Oh it does hit several times though, it actually acts as a decent pbAOE with vampiric traits.
Don’t forget condition removal is nearly useless PvE so it doesn’t really matter too much if it’s broken. The real life saver is the blind.
What use is there in the warhorn PvE? There’s nearly no use for cripple against mobs as they don’t try to run away, and the daze isn’t useful for anything more than an interrupt without condition duration and +daze duration from mesmer runes
Warhorn in PvE is the premiere tool for travelling quickly between the craft station, bank, and BLTC in lions arch. The deathly swarm projectile actually travels really slowly sometimes, I’m not sure if this affects the blind or not but blind is only 10% effective against bosses, honestly I’d rather just dodge.
eh, retaliation is kinda useless for Dungeons. Most dungeons mobs go with the hit hard but not frequent approach and most often than not you’ll find yourself dead before you get any good use out of retaliation.
At this point in time I’m not sure which source of damage calculation for retaliation I should believe in, but I don’t think the lack of power does anything useful with it.
Secondly, I think Lingering Curse isn’t very helpful either, especially if most of your time will probably be spent in your rotation doing skills with casting time; enfeebling blood, the wells, epidemic. I guess the good thing is that the curses line is quite robust and you can change this out on the fly.
The sigil of hydromancy won’t really do you any favors tbh, in a dungeon you’re likely using chill to kite one enemy that is a complete kitten in melee, which probably means you want to stay well away from it and you want a lengthy focused chill rather than a short 3 second aoe. I’d suggest sigil of earth or something, and swap out the sigil of might for something else.
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Tbh I can’t find a single reason to use dagger offhand for PvE over focus. Deathly Swarm still appears to be broken (only removes one condition) and the trait Weakening shroud almost does a better job than Enfeebling Blood does, instantaneous bleed and weakness (only 1 stack of bleed though).
Compare that to a nice and quick 12 stacks of vulnerability and regen from the focus it appears completely lacking. Also, dealing with conditions isn’t something necromancers tend to have a lot of problems with anyways, instead we have less ways of dealing with boons, which is why spinal shivers is very handy.
I always vote Necromancer as one of the best classes for dungeons simply for their fear abilities. Stops most boss attacks outright, although some FotM bosses seem to have unshakable now.
Personally I don’t like Guardians all that much because the benefits they offer are usually things that compensate for inexperienced play. Healing other players isn’t often necessary because each player should be able to manage their own heals anyways, and protection is a nice buffer for making mistakes with dodge. Which leaves Wall of Reflection as been perhaps the only true Guardian ability of note, that and the area pull from the GS.
Truly the best support IMO comes from giving vigor buffs to the team; as a Necromancer I value vigor most since it is not readily available to me, and dodging is a lot more valuable than higher defense or hp.
If you’re gonna have super high hp bosses give them all phases. If I can down a boss 20% without trouble its unlikely I’ll struggle with the last 80%.
Most bosses in this game are a snore to do. It would behoove boss designers to take some notes from games like Monster Hunter or something. GL and to an extent Alpha are some good boss fights that keeps the player on their toes, as well as some of the more novel ones like the plant guy in CoE that requires environmental weapons as well as designated team roles.
Yeah AC ex felt ridiculous at lvl 35 and ridiculous once again at lvl 80, but for totally different reasons.
Yeah, if it wasn’t for some friends I made in the game I don’t think I’d be logging on much. A lot of things are very repetitive and there’s not much satisfaction given how easy the game is.
I guess its a good game for people that like to collect things. I like to do that too to a certain extent.
a MOBA style map.
Grats OP, way to shush the people from the other topic who wanted to see your DM title.
Now if only all bosses in dungeons could be this fun. TBH, I feel this has little to do with OP’s choice of class and more to do with OP’s ability. That said, I think this is harder generally for classes that don’t have vigor.
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Have a story/lore AMA and answer the community behind the though process of making Trahearne? I’m sure any answer short of brainfart would be delightful for the community to listen to.
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Try making a new character, putting the clothes in your bank, and deleting said new character.
Heard it works.
plague signet is fine.
which part is fine? that it removes 1 condition and copies the rest?
im actually really disappointed at how there are so little ‘fast hitting’ enemies for retaliation or confusion to be any useful in PvE. Retaliation is probably worse of the two.
See the thing is the poor enemy AI is what makes the necromancer so deadly effective in PvE. You drop a well, a human player might get out of it, enemies, rarely. Wells are mighty good.
necromancers are unrivaled in PvE imo.
I noticed in the bug thread its listed as working as intended; in that it removes 1 condition from allies and copies the rest.
Really? This is working as intended? It’s either a terrible skill working as intended now or still bugged. And PLEASE move the stun breaker to another ability. The idea of transferring conditions and breaking out of stun are for two different situations, even if these two situations might work together sometimes.
Well, I actually don’t want them all to be released at once. But more than what we have now for sure. Releasing new ones, particularly the more sought after ones could really change the meta game when it starts to get stale.
I also think that, although the fights should be strategically harder, enemies should have generally lower HP and/ or, maybe, better rewards.
For a simple reason: fighting challenging battles is fun, having every single enemy of the 1000th foes you’ll have to defeat taking too long to beat is not, unless there’s a proper reward. The alternative is really lower HP.
Let the battles be harder but faster, requiring higher skill but rewarding you with faster battles. This should make any fuure harder pve experience more fluid. And I doubt slightly faster battles = easier battles, unless th HP is so low that you can burst and kill every single time before even getting hit.
This was what it was like in BW1, less telegraph, more player QQ. Now people are complaining because of one rapid attack from the young karkas =/
Its ok, but i hate how every zone is in a box mountain range
So armor at the moment has 8 stats:
Power
Perception
Vitality
Toughness
Condition Damage
Healing Power
Critical Damage
Magic Find
Now there are certain rules (as of now anyways) to how these stats can be combined, namely, Magic Find can only be a major stat, and critical damage must be a minor stat.
This gives us 7 × 7 × 5 different combinations (my maths might be off feel free to correct me) = 245 different combinations for 3 stats.
Currently, we only have about <15 of the available combinations in the game. Here’s a disclaimer: I don’t support the introduction of ascended gear. I think a simple stat increase does not enrich the game experience in any way.
Different stat combinations do. Builds in GW2 are driven as much by the stats armor gives as the traits and skills a player chooses. Before November 15th there was an interesting discussion on the necromancer subforum about why there is no Condition/vitality/toughness gear. Lo and behold, now there is.
Arenanet could have went with the slow implementation of different stat combinations, such as Wayfarer in the Nov15th patch, which would diversify and enrich builds in the game.
Horizontal progression development enriches game experience, imo, vertical progression merely repeats the same thing.
charr for pve, asura for pvp
Collossus is borked. But I think “cliffside” is the one with the harpies and golems, right?
no, thats the Uncategorized fractal i believe. Either way, people usually call it: “Cats” or “harpies/golem” or “asura”
Cliffside is the shackled giant/colossus one.
That person would be doing Arenanet a favor, causing your report to do absolutely nothing. If that person has gold, why is he not allowed to buy gems, whatever his intent may be, it is within the allowances of the game.
Explorable mode dungeons are too hard for a LFG tool to work. You’ll get matched with people not prepared for the dungeon and the whole encounter will be a massive pain. This is basically what happened in WoW: Cataclysm where the developers increased the difficulty of the dungeons but still forced players to use the LFG tool to get their valor badge. (And keep in mind that Cataclysm’s heroic dungeons were still A LOT easier then GW2’s explorable dungeons, which are more like “raid” level difficulty.)
It doesn’t need to be an automatic tool like WoW, just a more robust one, like the
www.gw2lfg.com. Anyhow, it’s in the works, so the point is moot.
Normally I’d be overjoyed but I’m kinda worried about these bug fixes breaking other stuff. I can already foresee a ’I’m not getting LF at all!’ bug coming after the fix.
I’ve been in ‘advertise in map chat’ guilds that do work, in GW1. Lets not rule that out.
I think primarily the problem in GW2, is a lack of ‘need’ for guildies. Yes it is indeed more fun doing stuff with people you know but the only time it is ‘needed’ is in dungeons, and some people stay well away from that.
GW2 would do well if it had aspects that required partial grouping, like Hard Mode from GW1, where it is certainly more advantageous to be with even 1 human player, rather than none at all, though doesnt require the full team structure a dungeon does.
As of now though, guilds feel like glorified chat channels.
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