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Raid Timers lazy way to increase diffuclty

in Fractals, Dungeons & Raids

Posted by: randomguy.1283

randomguy.1283

I do not think this is the case where you could run 10 Nomads Hammer guardians. With Gorseval you would lose cause of the limited updrafts and Sabetha the stress of keeping the platform up would eventually get your group killed cause 15-20 mins of that would just take one small misstep to make a group fail. Really only Vg would be viable with the way it is now but if they did like I said the fight would most certainly be easy after the 4th spilt with the entire surface damaging you, I only said 4th but if you where going for a 5th 6th spilt the damage intensity of the platform would become more damaging.

So clearly it is lazy to think oh if there are no timers people would use the tankiest gear to get through it and as a developer should be able to come up with another solution than enrage timer.

actually if timer wasn’t there or much generous what would happen is a minimum number of nomad guardian/nomad anything that does damage passively+ some mix of tanky professions+ full cleric druid/ele and then the facerolling begins. Basically with enrage timer not meaning anything people will do some mechanics but most of them will resort to auto attacking until the boss is down.

It changes the fights from dealing much dps as possible to execute raid mechanics while using active defenses such as block, aegis, protection, dodge, heal, etc to prevent one from wiping to having any number of people perform raid mechanic while the majority sits and auto attacks hoping the boss dies and not resorting to use active defenses because the gear already covers all that.

Having enrage time and having people clear the raid with little to no passive defense is good. personally I wish gorseval’s slam attack would absorb protection and stability while one shotting those who didn’t dodge to emphasize the importance of dodging and endurance management.

Anet has stated they want rid of the max DPS only ideal. Problem is they are only enforcing it with raid timers. A pure DPS check achieves absolutely nothing. “oh look, I can DPS a wall down, I am so brilliant.” They need to put in a tactics requirement that actually needs people to move, dodge and think – timers do not achieve that.

Why not Champions that do proportionately massive damage to weakly armored toons rather than timers? Why not allow people to take in whatever armor they want and be able to achieve?

Obviously you and some others in this thread are being very selfish. You want it all your way. Being in an elite minority obviously means a lot to you. Go get a life.

I’m not saying make it easy, what I am saying is change the ethos. This is the first boss of the first wing of the first raid, it should be difficult, but putting a timer on everything just turns it into a DPS race.

As pointed out a million times before, if it wasn’t a dps race you could stack nomads classes and breeze through the bosses.

Also, VG and sabetha are NOT dps checks, you can clear them EASILY with >1-2 mins left on the timer.

It’s easy to die on the last phase for both because you can’t see stuff (and sometimes though very rare, the flame wall bugs out and is invisible).

Yes, and this really needs to be fixed. Not sure what this has to do with timers though.

Dps guard now viable in raids?

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Posted by: randomguy.1283

randomguy.1283

2: Due to it relying so much on symbols any movement on the targets end can hurt your dps output quite a bit because symbols are stationary.
.

It bothers me a little when I see this argument, because while it’s true, it’s also a factor that affects the majority of classes in GW2. If a boss starts moving, DPS is gonna start dropping off in most cases.

You can hypothesize that the damage lost will be worse for a symbols focused guardian than an alternate build/class, while taking into account whatever backup weapon the guardian may be using, but it’s the kind of thing you need to prove with testing and data if you want to want to make a proper point.

Movement hurts guardian a LOT more than any other class, that’s just an obvious consequence of the build. Now, testing could be done to see exactly how much dps is lost, but its clear even without testing that it wont be anywhere close to other classes on a boss like vale guardian.

Raid Timers lazy way to increase diffuclty

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Posted by: randomguy.1283

randomguy.1283

I do not think this is the case where you could run 10 Nomads Hammer guardians. With Gorseval you would lose cause of the limited updrafts and Sabetha the stress of keeping the platform up would eventually get your group killed cause 15-20 mins of that would just take one small misstep to make a group fail. Really only Vg would be viable with the way it is now but if they did like I said the fight would most certainly be easy after the 4th spilt with the entire surface damaging you, I only said 4th but if you where going for a 5th 6th spilt the damage intensity of the platform would become more damaging.

So clearly it is lazy to think oh if there are no timers people would use the tankiest gear to get through it and as a developer should be able to come up with another solution than enrage timer.

actually if timer wasn’t there or much generous what would happen is a minimum number of nomad guardian/nomad anything that does damage passively+ some mix of tanky professions+ full cleric druid/ele and then the facerolling begins. Basically with enrage timer not meaning anything people will do some mechanics but most of them will resort to auto attacking until the boss is down.

It changes the fights from dealing much dps as possible to execute raid mechanics while using active defenses such as block, aegis, protection, dodge, heal, etc to prevent one from wiping to having any number of people perform raid mechanic while the majority sits and auto attacks hoping the boss dies and not resorting to use active defenses because the gear already covers all that.

Having enrage time and having people clear the raid with little to no passive defense is good. personally I wish gorseval’s slam attack would absorb protection and stability while one shotting those who didn’t dodge to emphasize the importance of dodging and endurance management.

Anet has stated they want rid of the max DPS only ideal. Problem is they are only enforcing it with raid timers. A pure DPS check achieves absolutely nothing. “oh look, I can DPS a wall down, I am so brilliant.” They need to put in a tactics requirement that actually needs people to move, dodge and think – timers do not achieve that.

Why not Champions that do proportionately massive damage to weakly armored toons rather than timers? Why not allow people to take in whatever armor they want and be able to achieve?

Obviously you and some others in this thread are being very selfish. You want it all your way. Being in an elite minority obviously means a lot to you. Go get a life.

I’m not saying make it easy, what I am saying is change the ethos. This is the first boss of the first wing of the first raid, it should be difficult, but putting a timer on everything just turns it into a DPS race.

As pointed out a million times before, if it wasn’t a dps race you could stack nomads classes and breeze through the bosses.

Also, VG and sabetha are NOT dps checks, you can clear them EASILY with >1-2 mins left on the timer.

Raid Timers lazy way to increase diffuclty

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Posted by: randomguy.1283

randomguy.1283

Not this again. Please.

Timers are there so you can’t run 10 nomads hammer guardians and tank your way through every fight.

This. Timers are a must have or people could find a way cheese the bosses or to solo this 10 man content.

If you are able to solo it when the timer isn’t there, doesn’t that say something about the bosses themself?
I agree that the timers are a lazy way to make the fights somewhat challenging, because without them a lot of pressure of having to DPS goes away, and the bosses will be on about the same difficulty level of a veteran in Queensdale.
I’d rather have seen Anet give the bosses actual challenging mechanics instead of some boring DPS check

Have you even done the raids? It sure seems like you haven’t.
General percentage of wipes to boss mechanics: 99%
General percentage of wipes to enrage timer: 0.01%

If that’s the truth, the timer is not necessary.

Incorrect, the timer requires you to take squishier builds which then make wiping to the mechanics more likely. If there are no timers and everyone takes Nomads then the green circle on VG becomes irrelevant (still shocked you haven’t picked this up).

The timer forces you to confront the mechanics because you are not all tanks.

I said “if that’s the truth”, didn’t i? And that was the bladex’s whole point – if without the timer boss mechanics can be made irrelevent by taking a different build, then those are some very bad and lazy boss mechanics, and the timer exists only to conceal that fact. Mechanics should be the difficulty, not the timer.

But then of course majority of raiders would not be able to clear them.

Again, saying timers are a lazy boss mechanic is like saying driving to work is a lazy way to get there because its an easy solution to a simple problem.

Why are raids designed backwards?

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Posted by: randomguy.1283

randomguy.1283

Because this is a video game where the encounter is supposed to be fun, not intuitive.

Raid Timers lazy way to increase diffuclty

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Posted by: randomguy.1283

randomguy.1283

I like threads like this. They are like a reading comprehension test. A lot of you failed.

Hint – the OP was about the fact that enrage timers are lazy design, not whether or not dps checks are necessary.

Yes and like I tried to point out and many before me, timers are not a lazy design, they’re just an obvious one. Saying a timer is a lazy design is like saying driving to work is a lazy way to get to work because there are harder ways to get there. Timers are an easy way to accomplish a simple goal.

(edited by randomguy.1283)

Raid Timers lazy way to increase diffuclty

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Posted by: randomguy.1283

randomguy.1283

Not this again. Please.

Timers are there so you can’t run 10 nomads hammer guardians and tank your way through every fight.

This. Timers are a must have or people could find a way cheese the bosses or to solo this 10 man content.

If you are able to solo it when the timer isn’t there, doesn’t that say something about the bosses themself?
I agree that the timers are a lazy way to make the fights somewhat challenging, because without them a lot of pressure of having to DPS goes away, and the bosses will be on about the same difficulty level of a veteran in Queensdale.
I’d rather have seen Anet give the bosses actual challenging mechanics instead of some boring DPS check

Have you even done the raids? It sure seems like you haven’t.
General percentage of wipes to boss mechanics: 99%
General percentage of wipes to enrage timer: 0.01%

No I comment on a thread without having any idea what I’m talking about, oh wait that sounds a lot like you.

Anyways, if you remove timers and allow people to run whatever the kitten they want at whatever pace they want, there isn’t much challenge left.
But since you are so certain raid boss mechanics are so challenging that they cause wipes even without an enrage timer, please tell a brother that has never done raids before what mechanics about a typical gorseval fight you think are actually challenging?

Are you trying to tell me you wipe more often to his enrage timer than to anything else? because I don’t buy that for a second.

Did you even read my post?
The enrage timers add a certain pressure that prevent people from beating it by stacking toughness and healing, and taking that enrage timer away would allow them to just faceroll it because there is no time pressure.

Compare it to a record run.
I would say dungeons are fairly easy, especially after doing them for 3 years.
But if you are doing a record run, there’s a certain time pressure, and you start doing things that have a smaller margin for error.
For example on-spot Ancient Ooze in Arah p1, during a normal casual run its one of the easiest bosses in the game, but if you are doing a record run and fighting it on spot, there’s a lot of stuff that can go wrong and cause a wipe, turning it to one of the hardest parts of the path.

Same goes for the raid bosses imo, of which the difficulty atm gets carried by timers

I’m not sure what you are getting at here.
Are you saying timers make it too difficult in record runs and therefore should be removed? That seems like a ridiculous idea.

Raid Timers lazy way to increase diffuclty

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Posted by: randomguy.1283

randomguy.1283

Not this again. Please.

Timers are there so you can’t run 10 nomads hammer guardians and tank your way through every fight.

This. Timers are a must have or people could find a way cheese the bosses or to solo this 10 man content.

If you are able to solo it when the timer isn’t there, doesn’t that say something about the bosses themself?
I agree that the timers are a lazy way to make the fights somewhat challenging, because without them a lot of pressure of having to DPS goes away, and the bosses will be on about the same difficulty level of a veteran in Queensdale.
I’d rather have seen Anet give the bosses actual challenging mechanics instead of some boring DPS check

Have you even done the raids? It sure seems like you haven’t.
General percentage of wipes to boss mechanics: 99%
General percentage of wipes to enrage timer: 0.01%

No I comment on a thread without having any idea what I’m talking about, oh wait that sounds a lot like you.

Anyways, if you remove timers and allow people to run whatever the kitten they want at whatever pace they want, there isn’t much challenge left.
But since you are so certain raid boss mechanics are so challenging that they cause wipes even without an enrage timer, please tell a brother that has never done raids before what mechanics about a typical gorseval fight you think are actually challenging?

Are you trying to tell me you wipe more often to his enrage timer than to anything else? because I don’t buy that for a second.

Raid Timers lazy way to increase diffuclty

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Posted by: randomguy.1283

randomguy.1283

Not this again. Please.

Timers are there so you can’t run 10 nomads hammer guardians and tank your way through every fight.

This. Timers are a must have or people could find a way cheese the bosses or to solo this 10 man content.

If you are able to solo it when the timer isn’t there, doesn’t that say something about the bosses themself?
I agree that the timers are a lazy way to make the fights somewhat challenging, because without them a lot of pressure of having to DPS goes away, and the bosses will be on about the same difficulty level of a veteran in Queensdale.
I’d rather have seen Anet give the bosses actual challenging mechanics instead of some boring DPS check

Have you even done the raids? It sure seems like you haven’t.
General percentage of wipes to boss mechanics: 99%
General percentage of wipes to enrage timer: 0.01%

Raid Timers lazy way to increase diffuclty

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Posted by: randomguy.1283

randomguy.1283

Removing the timers would make the bosses easier and allow groups with worse gear and worse comps to possibly complete it, this is as always, a completely stupid idea and anyone who suggests it should just stop please. Can we get these threads merged? This same topic has been posted a billion times.

(edited by randomguy.1283)

Damage Wars [PvE discussion and ideas]

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Posted by: randomguy.1283

randomguy.1283

Ultimately, it’d be rather annoying to have a contradiction of “you gotta kill the boss fast!” while introducing a gimmick that hinders you or otherwise make you regulates your damage. It’s a raid: we know we have to do a lot of damage, we know we gotta be able to withstand a lot of damage.

I don’t necessarily agree. In a lot of cases it’s obvious you want to damage the boss, but having some reason to dial it back and manage some other mechanic is also very cool. If a boss spawns an add every 5% of his HP that he loses, and that mob is a very dangerous champion, I would consider that a fairly cool mechanic. You’d have to be able to stop DPS on a dime and manage that champion, then go back to the boss. Alternatively, some groups could run extra bulk that enables them to ignore the champion, burn through 15% of it’s life, and then handle 3 champs all at once. That might even be faster! That kind of mechanic, I think, would be totally valid and awesome to see in a raid encounter.

I agree, but that isn’t penalizing a group for having higher dps, its the same amount of mobs total either way, what I think was being suggested was that mobs would only spawn if dps is at a certain point, which is a terrible idea.

Damage Wars [PvE discussion and ideas]

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Posted by: randomguy.1283

randomguy.1283

Raids actually take less skill than kill some big frog in hot maps. So i don’t think that raids are what op is after.

Good troll I r8 8/8

Damage Wars [PvE discussion and ideas]

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Posted by: randomguy.1283

randomguy.1283

Raids are pretty much this.

Seeking for advice on raid class!

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Posted by: randomguy.1283

randomguy.1283

Ah, nvm then, I did not realize that, are skills on other attunements on eles still affected?

No they are not for the elementalist. But for the staff tempest you are camping fire so it’s not really an issue. For Fresh Air, you stay in Air for most of the fire, swapping to Fire each 15sec or so, but just to cast 1 or 2 skill before getting back into air where Overload is your main source of dps.

On a Fresh Air standard elementalist on the other hand you are swapping to different attunement all the time for some hard hitting skill and you stay in Air attunement mostly for auto-attack so in that case, alacrity would affect the Elementalist dps even less than an engineer.

Found out you were wrong about these, alacrity does affect non equiped kits and non used attunements, not sure where you obtained this info.

PvE Balancing???

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Posted by: randomguy.1283

randomguy.1283

They always go from to OP to nothingness. So orher easy changes were possible regarding burnzerkers… nownthey are useless

How are they useless now? The Scorched Earth change makes it sound like the dps will now be reasonable instead of stupid strong.

I would agree. It seems to me like they brought the damage in line with other condi classes. They were too strong before. I know it was nice to have but it was obviously too much.

Judging on some dps tests that have been done condi warrior has been nerfed so far as to not be worth using.

Squad boonsharing

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Posted by: randomguy.1283

randomguy.1283

Eh, it’s probably for the best.

PvE Balancing???

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Posted by: randomguy.1283

randomguy.1283

I was doubtful that anet would actually balance around PvE but I have to admit this update addressed nearly every issue except for guardian and slick shoes.

PvE Balancing???

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Posted by: randomguy.1283

randomguy.1283

Thief either. Dps alone is not enough.
They have butchered burnzerker. So usless expenisve gear now

It’s not as bad as butchered, it’s been put into a more reasonable spot.

Not receiving "The Eternal"

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Posted by: randomguy.1283

randomguy.1283

This is a known bug, anet however will not give you the title, you will have to do it again.

Teams within a Raid Squad

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Posted by: randomguy.1283

randomguy.1283

Heals do NOT prioritize members of the healer’s same team, it uses the default proximity behavior.

In Need of Class Advice/Suggestions.

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Posted by: randomguy.1283

randomguy.1283

So for Trinkets.
Ascended = Sinister
Exotic = Vipers

Right?

Ascended vipers would be best, but they are difficult to get right now. But exotic vipers would be better then the ascended sinister

I highly doudt that.

5 Ascended Sinister Trinkets =1481 total stats ; 629 condi dmg, 426 power, 426 prec
5 Exotic Viper Trinkets = 1188 total stats ; 384 condi dmg, 384 power, 210 Prec, 210 Expertise

Ascended Sinister have more total stats, more condi dmg, more power and more precision. 210 Expertise isn’t worth it since you can reach 100% condition duration anyway.

How can you reach 100% condition duration on necro with exotic trinkets? I have:

Traits for chill/bleed: 20%
Food: 20%
Utility: 10%
Sigil of Malice: 10%
Ascended Weapons: 7.87% (118 Expertise)
Ascended Armor: 13.80% (207 Expertise)
Ascended Amulet: 4.73% (71 Expertise)
Exotic Rings+Earrings: 10.27% (154 Expertise)

For a total of 96.67%

I suppose it is possible that it would be better to forego a lot of viper’s get and use condi duration runes, I haven’t tested that out. But if you are using runes of the berserker than exotic viper’s is better because your condi damage and power will already be stacked high from 25 might stacks in raids, so increasing them further is generally less helpful than increasing condi duration. If you have more exact calculations let me know.

Are you using an ascended viper amulet or backpiece? That should get you “close enough”

Question regarding Vale Guardians 5th phase

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Posted by: randomguy.1283

randomguy.1283

as the tank I usally use the boss timer to time the field switch, but it seems he alwas does his aoe, like 10 sec before the field switch, meaning i will take a ton of damage running into the next lit field.
but i guess we could try that.

We also tried that the 4 ppl ran towards the green circle in the lit area, problem is that sometimes we got really bad luck with the circle spawns ( way to far behind or in a seeker spawn) that results in a wipe

Also is it just or is the path finding AI of the Vale guardian really wonky at times?
sometimes he just doesn’t follow the shortest distance to me and runs through 2 lit thirds.
Already checked but theres no one with higher toughness in our raid

Are warriors ressing people? That will raise their toughness.

In Need of Class Advice/Suggestions.

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Posted by: randomguy.1283

randomguy.1283

I believe you will want sinister trinkets besides the amulet and backpiece. You will definitely need full vipers armor and trinkets.

In Need of Class Advice/Suggestions.

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Posted by: randomguy.1283

randomguy.1283

There really should be little reason to not take a condi reaper, its a pretty decent class.

New build testing for the raid ,need help

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Posted by: randomguy.1283

randomguy.1283

Guards bring prot, stab, fury. Quick, heal, DPS, CC’s and other things. What’s your argument again?

As I clarified before, what i meant was that everything guardian can do, another class can do better. Revs can bring prot, and provide more dps and more utility with it. In the case of raids, stab is not used. Revs can also give fury with more dps and more utility. Mesmers can keep 100% quickness uptime, and still have more utility with alacrity. Druid and ele can both heal WAY more than a guardian. As for DPS, DH does less than ele, rev, engi, warrior, thief, and necro while providing less utility than mesmer or druid.

As for cc, engi has slick shoes, your argument is invalid.

but anyways, this group build going on here i can now see why guardians would be the thing to take, I might try to help test it if I can get one of those classes ready.

It seems that you are truly clueless what a guardian can provide in a group setting and it’s potential.
The same agrument’s can be made for each class
Why bring mightstack ele when we already have PS war with banners and might, empower?
Why take heal ele when we have druid heals+boons? Why need heals when we can evade?
Why need heals when we can evade?
Why take engi for CC’s when the same CC’s can be achieved team-wide?

Guardian brings a broad spectrum of team utilities and boons, it doesn’t excel at them like other classes do for certain ones, but it’s more like a jack-of-trades. DPS isn’t that bad, you just don’t know how to form teams with guardians.

Why bring mightstack ele when we already have PS war with banners and might, empower?
Exactly, why take a might stacking ele?

Why take heal ele when we have druid heals+boons?
Exactly, why take heal ele?

Why need heals when we can evade?
Not everything can be evaded, so..

Why take engi when burnzerker hits harder?
Usually for etra cc, but if not, why take engi then, optimally burnzerker is always better than engi, you are right.

Why take engi for CC’s when the same CC’s can be achieved team-wide?
Exactly as i said before, if you can still get away with enough ccs, you don’t need to take an engi.

You basically went on to prove my entire point while trying to disprove it? I really don’t know where you are going with this.

Gorse : Spirits Agro on Frost Spirit?

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Posted by: randomguy.1283

randomguy.1283

Best bet is to just have the druid explode the spirits when you go to the wall.

New build testing for the raid ,need help

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Posted by: randomguy.1283

randomguy.1283

Guards bring prot, stab, fury. Quick, heal, DPS, CC’s and other things. What’s your argument again?

As I clarified before, what i meant was that everything guardian can do, another class can do better. Revs can bring prot, and provide more dps and more utility with it. In the case of raids, stab is not used. Revs can also give fury with more dps and more utility. Mesmers can keep 100% quickness uptime, and still have more utility with alacrity. Druid and ele can both heal WAY more than a guardian. As for DPS, DH does less than ele, rev, engi, warrior, thief, and necro while providing less utility than mesmer or druid.

As for cc, engi has slick shoes, your argument is invalid.

but anyways, this group build going on here i can now see why guardians would be the thing to take, I might try to help test it if I can get one of those classes ready.

Seeking for advice on raid class!

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Posted by: randomguy.1283

randomguy.1283

But they will be affected more than other profession like Herald and Engineer by the alacrity nerf.

engineer will be the MOST affected class by alacrity nerf since its auto attacks contribute almost nothing to its dps. Tempest will be affected a lot too, but engineer the most.

Alacrity only reduce the cooldown on what you currently have equipped. For most of the huge skill, they won’t have their cooldown reduced because you won’t spend time for exemple on your flamethrower while alacrity does its work. Alacrity will mostly boost your grenades 2 and 5 while you are auto-attacking. It will also boost your Incendiary Ammo and grenade barrage. But the affect of alacrity on bomb 2, Pistol 4 and Flamethrower 4 will be very limited.

Yes Engineer rely mostly on big hitting skill with relatively long cooldown, but you don’T spend enough time in those weapons or kit for alacrity to affect some of those skill.

To be honest, to have the real picture we would need to see the dps with or without alacrity with a video or something but.

Ah, nvm then, I did not realize that, are skills on other attunements on eles still affected?

New build testing for the raid ,need help

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Posted by: randomguy.1283

randomguy.1283

ok guys here is the build ,i hope someone /guild can test it.
DH: http://en.gw2skills.net/editor/?vVAQNAreWnsABFChFdCedCEEhl4BrKA0AKAX7rJ1RQe/1/WgA-TFhXgAgaCcUCCo8jX9HA-w

Main weapon should be GS
The main theme of this raid build are communal defence and shattered aegis, it have 15sec CD but no boon share limit. It can share aegis to all the allies in 240 radius. When your allies block an attack you can damage nearby foes. What means if you had 100 summons near you, a guardian can make 100 hits every 15 second.Thats why i need so many reapers.
For PS warrior , their main objective is to share might to the guardians but i think they are not necessary now. As the leading role for this build are guardian and necro, i think two more guardian or necro have a better dps than two warriors and their might.
I try the build today and with 9 more pugs. 3DH,5reaper,1 druid and 1 ps warrior, we are not well-organized and some reaper don’t listen to me and use their own build. I pass the first phase with 6min left for vg boss. Its not very kittenome of the teammate are not experienced (lots of them are down and teleported even in the first phase). As a DH, I am satisfied as every 15 sec my screen are full of numbers (i forget to take a screenshot). You guys should try it as thats really amazing.

This is an interesting idea, I’m not sure it’ll actually work, but if it did that would be pretty awesome.

New build testing for the raid ,need help

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Posted by: randomguy.1283

randomguy.1283

Also what is the point of DH, they are pretty useless in raids?

They aren’t useless. The 10 man Guardian VG kill shows that. They simply aren’t the BEST choice. But a skilled DH that knows the mechanics will always be better than a crappy PS warrior that doesn’t. It is just that other classes can do what they do better and bring more to the group.

But that is why I asked what this “build” is. And what exactly is it that he is trying to prove viable.

I didn’t say they won’t possible to bring, i meant “useless” in terms of a mesmer or ANY other class (even thief) brings more to a group than a DH does.

How much dps do people tend to do in unorgani

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Posted by: randomguy.1283

randomguy.1283

Depends on your class, but in an unorganized group if you are in glass gear theres a good chance you’ll be doing >50% of the dps in the party.

New build testing for the raid ,need help

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Posted by: randomguy.1283

randomguy.1283

Food on zerk classes may not make a huge difference but on condi classes its a LOT so you may want to have them use food. Also what is the point of DH, they are pretty useless in raids?

Seeking for advice on raid class!

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Posted by: randomguy.1283

randomguy.1283

But they will be affected more than other profession like Herald and Engineer by the alacrity nerf.

engineer will be the MOST affected class by alacrity nerf since its auto attacks contribute almost nothing to its dps. Tempest will be affected a lot too, but engineer the most.

The most useful prof for fractals 50+?

in Fractals, Dungeons & Raids

Posted by: randomguy.1283

randomguy.1283

^ Ranger is a great class for fractals cause of this.

5 months between raid wings

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Posted by: randomguy.1283

randomguy.1283

Except that they have a separate team working on raiding from everything else, so its not really slowing anything down, and unlike some things anet has done raids were very well received, even if less players try them.

New To Raids

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Posted by: randomguy.1283

randomguy.1283

Step 1: Ditch the Dragonhunter.

This.

Also for guilds there’s plenty on the forums here in the “looking for” section.

5 months between raid wings

in Fractals, Dungeons & Raids

Posted by: randomguy.1283

randomguy.1283

5 months? It’s going to be about 3 months, sounds like its going to be herein february. It was coming out march at the LATEST and thats 4 months.

Raids: 7 weeks later

in Fractals, Dungeons & Raids

Posted by: randomguy.1283

randomguy.1283

We will have to see. I think an ideal challenge would be high mechanical skill, like Vale Guardian but more mechanical challenge, without a time limit. Make the challenge itself be the mechanics.

the mechanics won’t be challenging anymore of you can just wear tanky gear to survive through them forever. The reason the timers work is because it is the mechanics of a boss that slows you down from killing the boss. So if you miss a timer it is because of the mechanics.

Raid rewards, multiple of a mini pet

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Posted by: randomguy.1283

randomguy.1283

We are planning on having a solution for this that should come out with the second raid wing. I would recommend saving any extra miniatures that you get until then.

What if we already deleted them?
I deleted a few duplicates and I know someone in our guild who had 6x mini gorseval

I hope i can send a ticket in and get the 3 I deleted back or something…

Two part question, Stacking and skipping

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Posted by: randomguy.1283

randomguy.1283

If you are going to call ignorance, you might want to start with sweeping your own floor first. That aside, I was giving two quite specific examples of how game mechanics support concepts such as stacking or skipping. However, judging by the rest of your post, there might be the need to first clarify what exactly can be considered as stacking or skipping. As far as stacking goes, I’m referring to standing on top of each others in order to maximize the effects of cleave as well as boon distribution. As far as skipping goes, I’m talking about bypassing a series of mobs through means of stealth/swiftness in order to get to the next “gate” that the dungeon path requires to be completed (skipping a gate itself is obviously neither intended or has it been in question).

As for the rest of your post, I don’t consider the oversimplification helpful to a discussion: Cluster of “trash-mobs” (begs the question why the community even named them as such) are not necessarily diverse, on the contrary, in several dungeons they are just a bunch of the same enemy types with the same basic behaviour. Thematic placement is completely irrelevant for dungeon completion, it’s just a visual thing really. But most importantly, the main reward component comes from the completion of the dungeon aka the final reward, neither implying nor suggesting that you have to complete EVERY non-gated step of the dungeon in order to qualify.

In short, there are certain “gates” in dungeons, often resulting in a (small) chest reward. Then there is the main reward component obtained by completing the dungeon. However, the tiny reward-pieces spread across “trash-mobs” are hardly relevant in this picture and there are no indications that Anet mandatory wanted you to defeat every single one of those (lack of gates). If you bother to actually do your research on this kind of content, you will come to realize that it’s these later parts that are being skipped.

I find myself having to explain this every time: The “Argument from Ignorance” is a fallacy in which someone uses the lack of information to assert a claim. This generally takes the form of “X is true, prove me wrong”, but also takes the form of “How you do you know that X isn’t true?”. I.E., how do I know that Burger King and Enron aren’t related? In your particular example, you’re asserting that skipping is intentional because the OP doesn’t have concrete, irrefutable proof that it isn’t intentional. This is troll logic at its core, because you can sustain your point by being utterly indignant and defiant instead or rational and reasonable. To break it down:

That aside, I was giving two quite specific examples of how game mechanics support concepts such as stacking or skipping

No, you are manipulating the mechanics hoping that whomever you’re talking to is misinformed. GW2 was designed PVP first, and as such Stealth and Swiftness were made for aggro management and active evasion. They’re meant to be used in-combat, not to avoid combat.

(skipping a gate itself is obviously neither intended or has it been in question).

You’re distracting from the point. The issue is the profound use of gates after the initial dungeon launch. Hrouda himself said the only reason why he didn’t stop skipping is because he couldn’t come up with an elegant enough solution. Of course, he was fired, then Anet tried gates, and after everyone hated gates Anet stopped trying.

Cluster of “trash-mobs” (begs the question why the community even named them as such) are not necessarily diverse,

You’re trying to use an exception to disprove an obvious general trend. It doesn’t work like that.

Thematic placement is completely irrelevant for dungeon completion, it’s just a visual thing really.

Its not. Encounters and combat are part of the theme. Otherwise it’d just be a movie.

But most importantly, the main reward component comes from the completion of the dungeon aka the final reward, neither implying nor suggesting that you have to complete EVERY non-gated step of the dungeon in order to qualify.

Here you’re either lying out misinformed. Dungeon rewards were originally spread more evenly throughout the dungeon. It was intended that you would do everything, because the rewards were everywhere. The “end completion” award was made when it was discovered that all players would do is farm the first boss over and over again. To fix the problem of people not actually playing any of the dungeon at all, the end-focused rewards were added.

This is also contradicted by the heavy use of gates in later dungeons. If they devs were happy with players running past everything and still “qualifying” for a full reward, then they wouldn’t have made it impossible to run past everything in future updates.

However, the tiny reward-pieces spread across “trash-mobs” are hardly relevant in this picture…

Except they are. Loot, placement, and experience are facts. They do not go away because you aren’t satisfied with how much they give.

and there are no indications that Anet mandatory wanted you to defeat every single one of those (lack of gates)

Except everything in the dungeon wants you to defeat those enemies. Dungeon skipping is the equivalent to picking up a book, only reading the first line of every page, then saying “There’s no indications that the author mandatory wanted you to read every single word on those (lack of pages)”. It is so backward, alien, and self motivated licentious thinking that of course Anet didn’t prepare for it. Silly devs thought players would actually play the game, and spent a tremendous amount of effort at launch to make rewards homogenized throughout all PVE content. It is an interesting if not depressing history of how this was changed throughout time:

First: Dungeon rewards were end-loaded so players wouldn’t just grind the first boss.
Second: Dungeon rewards were set up daily and diminishing returns were put in place so players would run something other than CoF P1.
Third: Dungeon rewards were re-balanced to encourage players to run longer dungeons instead of the same short few.
Fourth: Champ Boxes were added to make killing champions more worthwhile, as players were just skipping them.
Fifth: World bosses received large daily rewards because players were just skipping them.
Sixth: Events were altered to give no experience and loot until completion, because players were purposefully failing events to grind them.
Seventh: Map wide currencies and progress were added to encourage players to do events for greater goal, instead of just grinding the few same easy events and champs.

The history of rewards in this game all reflect on a single fact: They aren’t happy with how we are playing their game.

The entire case for skipping is based solely on the exploitation of negative space. It isn’t about making a point, but cultivating an immunity to rebuttal. So long as you can be difficult enough to stave away all the common sense, you win. You have no point.

In the end skipping and stacking is still faster, and it comes down to bad game design on anet’s part if it wasn’t meant to be intentional.

better condition for raids?

in Fractals, Dungeons & Raids

Posted by: randomguy.1283

randomguy.1283

Besides engi, war, and necro, do groups take venomshare thieves or condi rangers?

Basically never

Guardian or Revenant for all ?

in Players Helping Players

Posted by: randomguy.1283

randomguy.1283

So why do so many people play Guardian and a lot of people have rejected the warrior?
Someone else say something ?

I think that may be for PvP? I’m not sure. Warrior can be really boring to some people so that might be why.

What PvE roles can each class fill ?

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Posted by: randomguy.1283

randomguy.1283

Any of them can do anything on a fundamental level, and everybody will have different opinions on what is the “best” at each role, for example, I have seen Warriors be healers, but I personally think Druid or Tempest makes the best healer, but other people might argue that Revenants are the best healers, and it all comes down to the situation it’s being applied to.

The following are my personal views that I would use my characters for. If somebody can get their Elementalist to tank in a raid or something, power to them, but this is just what I use mine for, or would try to use them for.

Warrior – Conditions
Guardian – Direct damage, Boon distribution or Conditions
Revenant – Any role
Ranger – Direct damage, Conditions or Healer (with Druid spec)
Thief – Group support (stealth) Condition damage, Direct damage or Tanking (with Daredevil spec)
Engineer – Any role (except tanking)
Elementalist – Any role (except tanking)
Necromancer – Direct damage, condition damage or tanking.
Mesmer – Direct damage, group support (portals, reflection) or tanking (with Chronomancer spec)

As for the ranges of those professions, if you want to be ranged or not depends on the situation and build you’re using. No profession is exclusively ranged or melee. All professions have both a ranged and a melee weapon for direct damage and conditions.

" but other people might argue that Revenants are the best healers"
And those people are wrong.

“Warrior – Conditions”
And the king of giving might to people.

“Guardian – Direct damage, Boon distribution or Conditions”
no, no, and no

Revenant – Any role
revenant does decent flat dps and great boon sharing, and is mostly brought to increase the boon duration of the mesmer 50% with facet of nature, it is bad for anything else really.

Ranger – Direct damage, Conditions or Healer (with Druid spec)
Don’t forget great support with frost spirit and spotter, also has bad personal dps.

Thief – Group support (stealth) Condition damage, Direct damage or Tanking (with Daredevil spec)
sure

Engineer – Any role (except tanking)
Engineer is good for a condi role that has a lot of cc, and it can tank great with scrapper…

Elementalist – Any role (except tanking)
You can tank just fine on an elementalist. Can heal or condi but not optimally.

Necromancer – Direct damage, condition damage or tanking.
sure

Mesmer – Direct damage, group support (portals, reflection) or tanking (with Chronomancer spec)
-mesmer
-direct damage
hahaha, no
mesmer has the lowest dps in the game quite probably but has GREAT buffing abilities with 100% quickness uptime and also alacrity.

Guardian or Revenant for all ?

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Posted by: randomguy.1283

randomguy.1283

Guardian is currently the worst class in PvE, revenant is good. I know nothing about the other gamemodes.

Best classes for Raids?

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Posted by: randomguy.1283

randomguy.1283

Thief is still better than guardian for all the current raid bosses.

Druid(ranger) or DragonHunter(guardian)

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Posted by: randomguy.1283

randomguy.1283

Guardian is unfortunately significantly less useful for fractals/raids than other classes but in fractals it doesn’t matter what you bring anyways.

Healers

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Posted by: randomguy.1283

randomguy.1283

Well…not sure healers are ideal for Fractals, but there’s worse places to have one, I guess. =P

1. As for gear, if you run druid, then go for Magi’s. It doesn’t have the toughness that can mess with a tank like Cleric’s and the dps gain from Zealot’s is negligible. The extra health also allows you to step into damage for a bit so that you can heal yourself and regen your celestial avatar form.

2. Druid, and to a lesser extent, ele are the only real healers. Rev has a healing form, but it needs some serious love from a balance patch.

3. It works…but you can get through with full dps, so it’s just a slower alternative to other classes you could take. However, a lot of people really only do Fractals on the easy levels to farm the dailies, in which case it doesn’t matter what you bring anyways.

I think zealot is the current way to go for druid in raids, not magis.

Gift of Craftsmanship

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Posted by: randomguy.1283

randomguy.1283

alright thanks alot guys. last question, does anyone know if we need 1 or 6 of them (1 for each armor piece)?

That is completely unknown at this point.

Engineer Raid Question

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Posted by: randomguy.1283

randomguy.1283

Thank you both for your answers. They are really helpful. However, I am still wondering if an Engineer actually brings something super unique to the raid? Rezzing dead people is cool I guess, but I would rather people not be dead. I guess I am more talking about buffs and utility. The main question is really why should a person bring an Engineer and are there other classes that can do the same thing? I do love a challenging class though, so that is a positive.

To be honest, no, unlike most “meta” classes engineers don’t bring anything unique to the raids. The main reason they would be brought is because even though they have less dps than a condi berserker, they have a lot more control skills (especially helpful for vale guardian)

(edited by randomguy.1283)

returning PvE gamer, questions on raid/FOTM

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Posted by: randomguy.1283

randomguy.1283

All three of those classes are just fine for FotM.

They drop things that will be needed to make legendary armor in the future.