Officer of Spartians GR[SPGR]
Gandara EU
It is not really “Better rewards” as it was advertised, it is “Faster rewards” since you can get 5 times the reward in 1 boss(but in cost of 5 bosses).
Gambits should give at least x2 bags for each ticket in order to be “better rewards”
I got her after 50+ tries on multiple proffesions.
The more you play the easier it seems, my advice is: when phase 2 comes, keep running around and cleanse these condies from you by any means. Lemongrass soup should help.
I used a 30/10/0/0/30 build with signet mastery, axe training and dhuumfire, focused wells, unyielding blast, speed of shadows and deathly perception.
Utilities: Consume C. , Well of Suff. ,Signet of Locust, Plague signet .
Staff/axe-focus, on phase one take it slow ,use consume and signet when you can for heals, don’t let your health get too low.
When phase 2 comes, try consuming again/throwing the cripple/weakness back to her and KEEP RUNNING! Don’t stop unless she is on 5%. Throw your wells, throw some marks, go in DS and aoe the hell out of her.
Don’t overdodge(if you keep running you won’t need to dodge all the time)
Knights armor, for elite get either golem or Lich form.
Most important thing: Don’t get yourself down, the more you play the better it is. And remember, you can make it in time if you keep running and hitting.
Natsos, the yellow necro.
(Warning, the mini pet buggs sometimes becoming full black for long amounts of time)
GOOD LUCK !
(edited by natsos.3692)
I think the buttons will stay in the game. Also there are some “permament” buttons you can buy from TP (just 3 to 6 silver), you might find that useful.
(edited by natsos.3692)
My theory: The Great Collapse is going to Collapse in a Greater Collapse forming the Even Greater Collapse that will lead us to Cantha.
Yo dawg ,we heard you like holes so we put a hole into your hole so you can fall while you fall.
No no, I know that they are supposed to be “levitating” but isn’t that way too far from the rest of the armor? It looks like a collar from behind and like it is shred from the front.
If it was just a little closer…
Play a support build and help mid-close points. A booning guardian can turn the game.
We will help the waiters and polish knight’s armors all day. I’m calling it.
Well, I surely did not notice the eye thingy, as for the shoulder’s issue I can’t say I did not notice, but I thought it looked screwed up just on the preview. I also did the mistake of not checking the shoulders on my PvP locker since I was mostly intrested for the chest piece.
Anyway I will probably replace the head/shoulders..it’s a shame that I payed for them and I don’t want to use ’em.
Anyone else out there, don’t buy expensive armors for your charr
Charr needs some love..when was the last time that this section got a reply from a dev? I think 29 days ago about the shield bug. We need some fixes on our models asap, it’s been too long :/
Few moments ago I bought the Phoenix armor set from the trading post and I like it. 800 gems it’s really worth it, but some things bother me.
When I first saw the Shoulders on my Charr I thought it was a bug on the trading post screen and it would not look the same when I finally equip it on my character, but nothing changed.
The shoulders look like they are way too far from the rest of the armor and it looks like they are not even attached on the rest of the clothing.
There is also a problem with the Head piece which is quite misplaced on my character’s face, it looks like it should have more depth and be a bit closer to the nose.
I suppose these will get fixed, it doesn’t feel nice that I payed for the whole set and I have to hide my shoulders/eye patch because they don’t “sit well” on my character model.
Is there anyone else having the same issues? Pictures bellow
Wraith please don’t tell me that a thief without perma stealth would die..they have multiple ways of escaping fights such us super high mobility, medium CC and lots, lots of blinds.
Thief indeed needs more adjusting(same problem on thief like with mesmer Illusion dmg VS Mesmer dmg,thief has Stealth dmg vs No stealth dmg), but you can’t say that all a thief has is stealth..
You can teleport in and out of fights with multiple skills, you can perma blind even 2 people at the same time and you can stun/daze/immobilize in multiple ways..
Yes thief has all these tricks and they are all needed, but all these tricks become problematic when they can make a thief practically invincible. Low health pool and medium armor means you can’t facetank, but when you can keep one or two opponents from making you any serious damage while you take them down piece by piece, something more complex than just stealth is wrong.
Btw as a SPvPer I have devoted at least 60 hours to any proffesion in order to get some of the flow and of course my points are not about zergs, in a zerg fight thief is way too squishy, but on smaller fights(5-10 people) thief is pretty unbalanced.
(edited by natsos.3692)
I don’t only play WvW so I can’t say I suggested this to balance the game around WvW as the second poster said one person doesn’t do anything to WvW.
I am an PvPer myself(SPvP) and still I find perma stealth thieves awfuly annoying and unbalanced there, not because they can kill you, but because if they know how to do it, they won’t die.
I don’t really see how a longer Revealed would harm the other thieves, I suggested a 5-8 cooldown on stealth, while you can’t stealth you can still dodge/blind/cc, but right now ontop of that you can also stealth w/e you want.
Thief damage looks balanced right now(after lots of nerfs) and unless they build for a full zerk they won’t make crazy damage, but if they do they are just too squishy. I believe damage is not the problem.
The combination of all the tricks a thief has and how they synergize ,this is what is crossing the balance line, and I can give you examples for both WvW and SPvP on that.
For a long time now there is a lot of rage for stealth/blind spamming thieves.
I am very annoyed too, especially since yesterday that I lost in WvW from a perma spamming stealth/blind upscaled thief.
Months now I am struggling to find a solution that will not ruin the stealth ability but will give it a counter outside of AoE, one of my past suggestions was a combo that would reveal thieves(smoke field + blast/leap) but I think I have a better suggestion now.
There is a current state that if you take action such akittenting while in stealth, you get a “boon” named Revealed which prevents you from stealthing again, but it is just 3 seconds.
The suggestion is simple:
Increase the “Revealed” boon to anything between 5 to 8 seconds, this will make thieves use it in a more strategic way and think twice before spamming it.
Please provide constructive feedback.
Some things I believe that will happen.
1) MF Cap will be as high as 300-500. You will still have the same ammount of MF as you have now(if not more).
2) All Ascendent items with MF on them will get a slight boost as they will lose one stat(probably anything close to +5 stats)
3)All Non Ascendent items with MF will have 1 stat less, which opens up space for a new stat combination.(power , precision , vitality anyone?)
This change benefits all players. MF users or not, so please wait for the changes to happen and start complaining then..
ANet doesn’t need to prevent any monopoly. Remember TP is not Server based, it is worldwide.
If you buy these 5 dyes, most probably 5 minutes later you will see 10 more dyes inside the tp.
Market Manipulation doesn’t exist on large scales…yet..
Bug is pretty simple.
F1
3
The moment you ENTER DS use your Doom. The target won’t be feared but the skill will be on cooldown. The doom has to be almost instant with the time press F1
+1 to the whole post.
Unique skills and names would make fighting a lord a bit more intresting than just “burst him down and wait on the circle”
Mini pets.
Mini helmed moa more specifically, this guy is going to skyrocket in a few weeks/months since it is not available anymore.
There is a known bug that if you enter DS and you cast Doom immediately the skill will just go on cooldown without causing any effects(either damage or fear).
It has been like this since the start, you basically have to wait just a little bit before using your Doom , really annoying bug.
I will list a couple of things that annoy me and I think they could/should get fixed.
Overall I think this is the best mini game ever. Period .
1)Kick timer
When you don’t make any move with your character for about ~1 min you will get the message and get kick one minute later. Well , this mini game is not like SPvP where you will harm your team by going away, if you go away for too long, only yourself is going to get harmed(since the game timer ends at 00:00, always)
But a problem is created when you finish and there are like 3-4 mins left, so you want to open your browser, listen to a song anything. If you don’t pay attention you will get kicked out and have to wait again a few mins until you find one game that is reseted etc.
2)Fake power ups AoE Ring.
The AoE ring looks a bit too big(200? 250 radius?) and if you place one at the proper spot(like the part where you have to walk on one of the 2 bamboo stems, if you place a power up in the middle you get knocked down no matter how close to the edges you are). Make it melee range
3)Light Travel.
This spell is fine, it can turn an unlucky moment into win, but it is a bit unfair when you are first and you have passed the last checkpoint.
If you are first and you know your next target is the finish line, you worth winning, but anyone with a lucky Light Travel can just pass all the way to the finish line and beat you. This looks a bit unfair. Suggestion :
Make Light Travel unusable once you past the last checkpoint.
Feel free to add yours.
Lots of fun, this mini game !
Yep, we need this ..
I was hoping to craft some celestial pieces and use them, but I can see that it takes 5 days to craft a single item and I can’t buy them from TP.
I just don’t understand the reasoning behind this , why would you make the new stat combination bound while it is crafted?
Somebody enlighten me because I am really confused, why are the new crafted items Account bound and are they ever going to get out of that state?
Please discuss this matter.
People.. it is not immunity, it is 100% cond reduction, which means even if you have 10% cond duration your bleed will still tick at least once etc..
If a nerf is going to be ever applied on Protection it should not be on the damage reduction, but on the application and the duration.
33% damage reduction is huge if uptime is big.
I would say that protection actually needs a Buff(also warriors need some access to it …)
But protection duration and the ability to apply protection needs to be brought down a bit. Same goes for blinds and weaknesses.
I would say:
50% damage reduction is fine if the uptime is low, it increases skill ceiling by not promote the spam of a “classic” boon.
Again , same works for blind and weakness.
Nop, also my issue doesn’t have to do with World Bosses. I am unsure of what is going on, but something looks buggy, this is why I made this post, no one else is having similar issues?
I had foot in the grave the first 2 days and I was wondering why I don’t always crit, but then I changed it, I did crit almost all the time, but there were some times that I did not, of course it is very rare, but when it happens, it will be 2 in a row..
Edit: By the way, it only happens with Life Blast, all the hits of Life Transfer crit all the time,dark path and tainted shackles also.
(edited by natsos.3692)
My char is on more than 50% passive critical chance and I play on berserker set so the changes with Deathly Perception came in handy, but it looks like there is a bug..
Even with more than 50% chance + fury, when I enter Death Shroud with Deathly Perception on, I do not ALWAYS critical. In fact there were times that I didn’t strike a critical 2 times in a row, with over -theoretically- 100% critical chance in Death Shroud.
My question ,is there a cap on crit chance ?
If not, have anyone else experienced -non critical- hits in DS with over 100% critical chance?
Also:
1)Discuss falling damage and combat.
I don’t even understand why when I take falling damage I have to go in combat. It is just so stupid, when you just off your base @ battle of kyhlo and you get slowed down for 3-4 seconds because you took falling damage!
Also why do the breakable stuff puts us in combat(specially for necros) in the same map ?
2)Blindness.
Is it too accessible now ? And maybe it lasts too long?
3)Will the proffesion balancing continue?
There is a lot of bad balance within the small traits of each proffesion(and each proff line at the same time)
E.G.
Warrior trait “Attack of opportunity”(10% dmg to bleeding foes) while warrior also has “Reviver’s might”(1 stack of might for 12 seconds each time you revive someone).
Engi trait “Target the maimed”(5% dmg to bleeding foes) VS Enduring Damage(+10% dmg when endurance is not full)
The +5% dmg has to go. For anyone who has it. 5% dmg to even a 5000 attack is equal to 250 dmg, close to nothing for burst classes.
While (just one example) Mesmers get a trait of 5% of toughness is converted to cond dmg(still weak, only 75 cond dmg for 1500 toughness).
The scale of the stats(specially in SPvP) is too small for these numbers.Dealing 250 damage on a direct hit is nothing, also 3 dmg/stack/bleed is nothing. which leads us to:
4)Stat allocation.
Having only one amulet for all your stats is (practical but at the same time) not a very good thing.
You can’t manage your stats well enough, leaves builds outside of the so needing build diversity and promotes meta builds.
I would like to see back the system where you could actually increase your stats with points(I think it was like this in beta) from a total pool of stat points by clicking the + button. Or if you consider this a bad idea, give stats to all pieces of armor by choosing(like from templates, berz,soldier etc)
Does ANet intent to give us a new PvP mode?
If yes, this is probably CTF, well , forget CTF we have spirit watch for this. Give us a Deathmatch(at least as an option in Custom arenas)
Weapon damage is what counts mostly on utility skill dmg(like kick), which means a Rifle(1205 max dmg) has the potential of the strongest critical,leaving the axe(1048) main hand the best option for stronger kicks. The sword you used on your main hand has only 1000 max damage.
Also with an axe on your main hand, and a mace on your offhand you can stack 8 stacks of vulnerability easily on someone.
The 10k is clearly a benefiting situation where your foe is going to be glass cannon light armored enemy, with a few stacks of vulne and of course a few stacks of might on you.
Most damage comes from Final thrust when under 50% hp and axe Whirl(off-hand).
It is the new cookie-cutter burst farming build. GS is outshined.Have fun.
it only has up to 488 base damage. Backstab has 814 damage.
It only hits 10k against trash.
Pssst, physical training(976 base dmg).
Go ahead, take bers amu,6 div runes build 30/0/0/10/30 , use axe/mace and sword/axe .
What you’ll need:
Berserker’s power
Physical training
Dual wielding
Desperate Power
Warrior’s spirit(optional)
Destruction of the empowered
Heightened Focus
Have full adrenaline
Get to <50% HP, add 4 vulnerability from your axe spin, use rage signet, kick your opponent and laugh at them.
With a little luck if the target has more vulne, you can see kicks up to 12k.
Of course all these numbers I wrote are on glass cannons, but I tested this build on a friend bunker guardian and I could pull crits up to 9k on him(final thrust).
Go check it out for yourself before replying that this is not happening.
(edited by natsos.3692)
I don’t get it guys.. I love the changes and on sword too…
I made a 30/0/0/10/30 build and I could pull 10k Kicks, 8k Final thrust, 12k+ whirl axe etc. with a sword/axe – axe/mace.
The potential of glass cannon builds just got skyrocket in front of our eyes and we whine about a 3/4s cast time, which is not even that big
Yep I know how it works(not sure if it is intented to work that way tho)
But still you could do what I wrote, taking the wall a bit further than your target(most people would just walk right on it over and over) .
Still I am pretty sure some dev said that every trait line is getting a change..my suspicion of fake notes grows stronger..but they got the “Torment” name right…I am so confused and eager for tomorrow…
I think that -a- dev had said that EVERY trait line is getting at least ONE change. Some up to 5. I have seen none getting 5 yet, and some don’t have any.
Anyone else remember this?
Edit: Also , I really don’t think they will give Fear to spectral wall.. Imagine someone standing on the side of a wall, you use spectrall wall ON him(with terror) and for 9 seconds he constantly gets feared dying just by 1 skill. Really..I don’t see it happening..
I’d say that this is the damage on the axe we have been asking for. 20% from axe+ 20% from near to death would result in some amazing criticals.
No changes on death and blood make me sad..
I find it hard to believe that these are the final changes just because of death and blood..
Still the useless siphon, still the useless minor traits of death magic… Blood to power is going to be the only unchanged minor grandmaster trait that gives only 5% dmg and over 90% hp…
Pretty much this ^
Any mechanic needs a counter mechanic. Stealth doesn’t have one.
Giving us a chance to see the stealthed enemy, or make him come out of stealth without his will , is something that this game needs.
If you think that thief is the biggest problem with stealth, give a look at the mesmers again.
If the thief attacks in while in stealth, he will break his stealth(probably he can go into it instantly but still, he gets out of it momentarily) that means no (burst) damage made in the time being invisible.
On the other hand, a mesmer can throw 3 clones on you that can make amazing burst damage while he stealths to safety.
AI makes damage, you use the “broken” mechanism of stealth and take no damage.
Mesmer makes damage, while takes none, this is even bigger “abuse” of the stealth mechanic than thief.
Devs really need to look at the stealth and it’s aspects.
The past few weeks we got some attention and on the 25th of june we will probably enjoy some buffing(we also get access to Burn ontop of torment), trait changes and more stuff. Minion AI seems to work a bit better.
Also rangers don’t get torment, mesmers do(even worse).
We’ll see in less than 72 hours
The only thing that bugs me with these notes is that ANet has yet to call them fake…unless they are trolling us..ANet loves trolling..
Burijs we don’t know the damage of torment. Just because someone posted that Torment will do 1.5 times the bleed dmg we should not take that granted.
I believe(since torment will stack in intensity) that the damage will be close to 2 times the poison damage(something like a weak stacking burn).
I still see that an issue will be created with thieves and mesmers..
Light humor is more than allowed at least for me, but that’s not how I received your reply,it looked very bad and disrespectful, if that was not your intention, then sorry, we had a misunderstood.
On topic, we really need anything close to cleave, that’s why I have suggested a bounce on life blast(with damage decreasing like 45% each bounce)
We can’t achieve the damage of warrior/mesmer/thief or pretty much any other proffesion with our auto attack(except dagger), even engineers have a strong piercing damaging shot on their rifle auto attack(while HGH spam is the best aoe auto attack).
We have no auto attack that hits more than 1 target.
I know we have staff, but it is not reliable at all, it is slow casting, slow moving, and the damage is medium.
I am so glad we have people like you on these forums Softspoken.
You really think that ALL of our utility wells should be dark fields?
Anyway this is getting off topic,some people really need to grow up a bit more.
I don’t get it, why would it be bad if torment is damage based on movement and not distance traveled?
If it is on distance traveled, it will pretty much make thieves,mesmers and elementalists useless.
If it is on stepping, your enemy thief-mesmer etc. will just teleport away, but still won’t be able to move far if he knows he is going to take a lot of damage.
The second case is like a new immobilize.
Enemy teleports away, and if he doesn’t want to die, he will have to stay in place for a few seconds, that gives you the opportunity to chase him down and kill him.
Simply:
It’s a teleport counter.
Sorry, I don’t mean for the post to be misunderstood. I wanted to list out all the possibilities (and the fact that minions actually self-combo as well). I don’t mean to say that you should bring a full MM build, but if you are looking for finishers, you are going to need to turn to minions.
I honestly feel the problem is not the lack of finishers, but its the fact that our combo fields to finish on top of are really lack luster. It is really fun to have Bone Minions blow up for some ridiculous poison times (over 30s), or get the big damage buff from using a dark field and the ranged minions, but when people think finishers, they are wanting Engineer’s ability to self combo water fields for huge healing, or fire fields for might stacks.
Yeah I pretty much meant that it looks kinda unfair that we have to turn to minions for any real finisher.
As for the wells, we could trade 1 of our (4)dark wells for one more ethereal right?
We have no combo finishers on spectrals,
Strange, I had the impression that spectral grasp was a projectile finisher, how did I miss that..
One of our wells could be a blast finisher(suffering for example), that would blast once, when you use it.
Why do we need 4 dark fields on our wells anyway..?
Bhawb its not like people don’t want to use them, not everybody plays MM.
As they spread stun breakers, I believe they should spread the finishers also, we have one on spectral, few on minions, and none on corruption.
Yeah it doesn’t make much sense to place a finisher on corruption utilities, but we really need them to be more spread since we don’t have a lot.
Edit: On a side note, I still don’t get why Unholy Feast is not a blast finisher. It wouldn’t hurt that much, it would actually get as closer to the “attrition” proffesion since we could use it to spread easier Weakness and Blind with our -a lot- fields.
(edited by natsos.3692)
I want it to bounce with percentage decreasing damage and small amouts of life force for each target bounced. We can’t use utilities in DS anyway so we are left with anything a single weapon bar. Am I asking too much?
First of all, I don’t believe the patch notes are real..but it makes sense to place the burning in the spite(altho 30 points is bad bad bad)tree for some reasons:
It increases the potential of hybrid builds.
It helps with direct damage builds
Going into spite helps condition builds also with the +cond duration.
Other than boosting your toughness to boost your Cond Damg with undead runes, there is no other way to boost your conditions other than condition duration.So bringing the burn to the Condition Duration tree makes sense, even if we need some more traits into the spite that will boost the cond builds.
Still, please don’t take the “leaked notes” for granted..
All You people, stop taking the “leaked patch notes” as 100% truth, it could be anyone that posted these “notes” and it would not take more than a couple of hours to write them.
Even if they are the patch notes, ANet said they are never sure what actually reaches into the game until the very final moment.
I hope Torment scales heavily with condition damage.
Oh I hope it is a hybrid skill..
Anything that gets boosted from power AND cond dmg at the same time(in small amounts of course)
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