Chill and dont panick. Control your twitchy fingers. All will be well.
Scholar is better than ruby orbs if you can keep above 90% for 24% of the fight. Which isnt hard. But if you cant manage that then you should use ranger runes. Ruby orbs are just bad.
Talk about pvp all you want, but in pve both of them got more viable and useful builds than both guardians and engie (not to mention mesmers and necros who have 3 functional pve builds each).
Guardians are completely op in pve. Really good damage while also bring insane amounts of utility and support (20/25/0/0/25 or 10/25/0/10/25). If you want to completely faceroll any content just take two decent guardians.
Its true eles and mesmers have a lot of builds but if considering actually good builds they are more variants of the same build. Whereas necros have 3 completely different builds and all of them are pretty bad for pve.
Well currently the main downside to necro is they bring nothing special other than dps and thats not good enough to warrant taking them in dungeons over other classes if you have the choice.
Currently the ranking for dps is something like ele and thief way up top. Mesmer with phantasms maintained not far behind. Then all the rest are quite a bit lower but around the same compared to each other. With guard being a bit higher, closely followed by warrior and necro. Ranger is a bit lower and engi is at the bottom. This is purely a dps ranking under optimal conditions with full buffs. In real play it would be a bit different depending on how well your group shares buffs. Something necro cant do very well.
As far as conditon goes, its pretty terrible in many dungeons. But seeing as necro isnt in a great place anyway If you really enjoy conditions you may aswell stick to it. Just bare in mind its completely useless for dungeons like coe and some fights in other dungeons. And when pugging you may lose alot of damage to other condition spec players.
I want necro to be buffed but that doesnt mean warrior cant have any fixes/buffs until necro does.
(edited by Moderator)
How many targets does axe auto attack hit, and how many targets does axe kitten? Answer this and you might see as to why they don’t buff it
Axe 5 does less total damage when hitting 5 enemies than axe auto hitting 3 enemies. So there is no reason not to buff it. You would kill 5 enemies faster with axe auto than you would by using axe 5.
I never understood why they split it in the first place. Axe offhand has never been strong in pve or wvw so the 50% buff could of been implemented in all gametypes and it would still be an underpowered offhand.
The meta build contains far more party support.
go on? Its funny how people say meta build the one that changes week to week. Also the only reason an AH guard can provide heals to themselves is if they hit others with boons. So that’s hardly selfish. AH does nothing for you when you hit no one with a boon.
Previously in this thread I explained what a AHEM Boon Guard does for the party and even displayed the build I run mostly. I don’t really need to hash that out again.
You dont need to run AH to give boons to teammates….
Ele is the most popular class by far which is the only reason its got so many votes. And even though it arguebly does need some help in pvp it certainly doesnt need that much attention to fix its issues. The results of the poll are disheartening because all it is is a biased popularity contest.
Except Warriors and Guardians got the worst scores, and are the most popular.
Rangers are kitten, in both design and play.
Eles are kitten, especially with build diversity (there is none)
Necros and Engis I’d agree are close.
Yes but people who play warriors and guardians know they dont really need help.
Anyway I wont dispute pvp problems. But from a pve perspective. Rangers are in a fairly decent place, they could use a little help. Mainly changing the sword auto. So i rated them 3rd.
Eles have by far the most diversity from a pve meta perspective. When you use eles in speedruns they never have the same builds and different dungeons require different traits. Also looking back eles were a dominant force in pvp in the past. So it really shouldnt take much to bring them back to a good level. So I didnt rate them.
I rated necro 1st because they are in a terrible state in pve and for pvp they are pigeon holed into cheesy builds. And we all know how terrible the traits are atm.
Engi I rated 2nd because in pve they are in a pretty sorry state aswell. They have some redeeming qualities but overall they miss the mark. Plus their traits are pretty messy aswell. They’ve gradually improved recently though.
Ele is the most popular class by far which is the only reason its got so many votes. And even though it arguebly does need some help in pvp it certainly doesnt need that much attention to fix its issues. The results of the poll are disheartening because all it is is a biased popularity contest.
Well theres not really any other choices in air magic and seeing as you are going 30 points then you should take that trait. So if you then go earth you get an extra perma 10% + the 10% while attuned to air. And seeing as dmg multipliers are multiplicative having two 10% is better than one 20%. Plus earth gives condi dmg which is a bit more dmg than vitality and healing power.
30/30/10 also gives you the flexibility to swap to d/f fresh air build. Which incredibly useful in less than optimal conditions.
Putting it simply 30/30/10 does more dmg than 30/30/0/10.
Spoj, leading the new trend in dungeons, since 2014.
^_^
I almost had him! If i had signet of stamina all would have gone well.
Air attune for dmg.
If you want to experience the content as intended. Then you should solo/duo. Purposely handicapping yourself in a group just doesnt make sense.
They did actually acknowledge that its down to ai. But they said thats not possible for them to change due to resources.
Dont kick sellers just because you’re a kitten.
What is this targeting issue you have? Ive never had an issue with hitting the mobs I want with mace 5. The only time it fails is if its obstructed which is usually your own fault.
If you are using auto target and not selecting the target you want to aim it at then its your own fault its missing.
You can buy ac p1 for 1g on EU. Usually exploited but yeah. Easy xp and if you do it only once per day you actually make a profit.
Is that an asura princess leia on the right? And Admiral Ackbar next to her. xD
The only way oh axe would come out on top is if you activate it b4 you are going to dodge and interrupt it after you’ve dodged. So you are only using axe 5 for the duration of your dodge (0.5 seconds?). Which is not going to be possible seeing as dodge should be done on reaction which means you wouldnt have time to cast axe 5. Dodge duration is so short its barely a dps loss. Besides warrior has reckless dodge anyway so its never a full dps loss.
Please be realistic.
I’m not saying oh axe > oh mace, but can people please read and realize that OH axe, unlike OH mace, allows you to deal damage and dodge at the same time. It’s a niche use and therefore it’s not useless. Learn2read.
Same could be said to you. We have stated that mace 5 cc’s so you dont need to dodge. The cc also allows your teammates to save their dodge aswell. Being able to use axe 5 while dodging doesnt make up for its terrible dps compared to axe auto attack.
If only there was some sort of rat pet as a counter point for Asura to the feline/Charr remark
http://wiki.guildwars2.com/wiki/Juvenile_Murellow
Close enough?
I feel like a lot of the minion traits could be merged/buffed. And some more boon orientated traits added to replace them.
Spiteful vigor should be vigor, not retal.
I dont like that death shiver is so unaccessible. It should be moved to either curses or at the very least back the adept position.
Also the minors being minion related feels very odd to me. No other class has a line which essentially forces you to play with certain things. The minors should be useful to a wider range of builds. This means they shouldnt be minion related. They should be defense/boon related to keep in line with the deathmagic core theme (defense and boon duration).
Zealots does more damage than knights. So i would prefer players to run that.
True, but tbh, I don’t see any reason not to run zerker if thinking of zealot. The window in which the additional healing power will save me is just tiny. I’d still need to dodge anything that oneshots a zerker. The only advantage is healing a bit faster after small amounts of damage. On the other hand, knight at least makes some deadly attacks survivable.
Well it will satisfy those roleplayers that want to play a healer. Thats the main thing.
Ele is one of the more tricky classes to get used to. But they are pretty rewarding once you do. They feel really weak while leveling until you get the lightning hammer. Although thats a rather simple and boring way to play. If you decide to give ele another go I would refer you to zelyhns or DEkeyz guides in the ele subforum.
Anyway goodluck on finding a class to level all the way.
Yup, I can sauce my statement.
We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.
https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Revising-the-DPS-Meta/first
You can’t view DPS dominance as something worth addressing, if it was the only thing you ever intended players to use.
Beserker is the key word there. There is a problem that condition damage is completely sub par in pve. And that pve is too easy so that the dps meta is too easily followed. It needs to be more challenging so only skilled players can effectively follow it. There is nothing wrong with the actual balance of offensive gear compared to defensive gear. Devs are just doing this as a band-aid solution to close the gap and satisfy the QQ’ers.
There is nothing wrong with the character building process. Its one of the best ive seen in any game and revamping it just to satisfy roleplayers and casuals at the expense of hardcore players is not the answer.
1. Necro
2. Engineer
3. Ranger
Zealots does more damage than knights. So i would prefer players to run that.
Theres nothing wrong with defiant apart from its implementation and scaling in open world. Its perfectly balanced for dungeons and makes people only use cc when needed.
The main issue is the unshakeable buff. It makes blind rng based which you cant ever trust and it reduces duration of some important debuff conditions. If blind was only applied 10% of the time instead of working 10% of the time then we could actually use blind as a valid damage mitigation tool on bosses.
Stacking weapons are weapons with stacking sigils such as bloodlust or perception. These give you stacks which increase your power or precision for every mob killed with them up to a maximum of 25 stacks. For perception 1 stack is equal to 10 precison, so with 25 stacks you have 250 extra precison. You cant stack perception and bloodlust at the same time or one after the other. The game only allows you to have one type of stack on you at any one time.
If you use a mainhand and an offhand with the same stacking sigils (so two perception sigils) you can get 2 stacks per kill. These stacks remain on you until you change instance or get downed. So you can fully stack up on groups of easy trash mobs and then switch back to your main weapons so you have more dps. There are many dungeons where stacking isnt really possible. So dont worry about it too much.
http://wiki.guildwars2.com/wiki/Sigil#Stacking_on-kill_effect
Arah p1 and cm p2. End reward is triggered on entering the telescope room for arah p1. And for cm p2 its triggered on opening the cage after defeating the final boss.
When we talk about min/maxing we mean we are trying to be as efficient as possible. This means squeezing as much dps out of the classes as possible and minimizing wasted stats and traits. What dalanor meant was that necro isnt the best class if you want to min/max for pve because its a very selfish class and is one of the least efficient classes in pve. However you can min/max the necro to be as efficient as possible even if another class would be better. Essentially if you really want to play necro because you enjoy the class but you still want to be efficient then go for it, but just be aware that other classes are better for maximizing efficiency. Sorry if that seemed a bit wordy. Hope that answers your question.
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This stacking conversation is becoming a thread a day. It’s getting out of hand. #StackingThreadOP
So people are complaining about stacking on a (near) daily basis, and you still think it’s okay?
Heres a question. What do we do if the whole party wants to melee a boss but stacking isnt allowed?
People talk about PvE in class sub-forums? Since when?
this isnt the pvp sub forum.
Lets discuss the equip zerker + stack on boss meta which all classes currently use for PvE.
Never mind, that’s what all classes do, so PvE doesn’t need to be discussed in a class sub-forum.
People like you are so bitter and dull.
People talk about PvE in class sub-forums? Since when?
this isnt the pvp sub forum.
I can cast doom mid flash if I need it and I can not flash if I want to cast dark path or tainted shackles. Flashing isnt bad, flashing in situations where you might need DS or DS skills is bad. Most pve content is so faceroll you can happily flash DS all day long for increased dps. You dont need a gap closer in pve.
You guys seem upset. Maybe you should take a step back.
And in a real situation the difference is more than 30%. Noone who builds AH tries to get that close to meta. Anyway I wasnt even referring specifically to AH. I was comparing general subpar builds to meta. And that the “dead dps is no dps” mantra is a really stupid thing to say because meta builds can die early and still do more overall damage than the “play how you want” builds.
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Ele, mes and warrior new heals are all good. The ele one I use full time. The mes one is situationally useful in a lot of places. The same thing can be said about the warrior heal. Its downright op in some places in pve.
If you want comparable survivability to AH. Then you should go 10/25/0/25/10. Its not meta but it gives you a hp sponge which is more than enough to keep you alive plus it has more supportive traits. AH is bad, stay away from that trait and the selfish traitline it resides in.
Ideally you should just learn to play with 10/25/0/10/25 or another meta variant. You will become a much better player because of it.
ps. Im enjoying reading crapgame ignore the question about dps though. I guess noone likes being wrong even when a mathematical example is given to them to prove how silly they are being.
Like a little kid poking a stick at a dog behind a fence. I’m not ignoring you or your hypothetical question. 5 enter, 1 or more dies, dead people don’t dps. Do we need pretty graphs, charts, or anything else to help in the disagreement? In all fairness maybe we are talking apples to oranges because dps is Damage Per Second…
I believe Swift’s comment was something like"
“What if for example someone does 10 dps in 20 seconds but is dead for the last 5, and another person does 1 dps in 20 seconds but is alive the entire time. Who did more dps?”
Let us change this a bit because we all know even us keyboard turners do more than 1 DPS. Anyway, 10 DPS (damage per second) * time alive (15 seconds) = 150. Second player did 10 DPS (damage per second) * time alive (20 seconds) = 200. I don’t know, looks like the second fella did more damage over time because he or she was alive longer. But barring me changing it – math is funny that way – its a moot point because we really don’t have a reliable way of knowing how much each party member contributes. We just know, or assume to know, that when one or more people dye the fight will last longer because whatever amount of damage the others did is no longer present.
Again, it doesn’t matter to me what trait line up you bring. I said I don’t have a dog in the fight. I do, however, believe that we don’t deal damage when dead. Tell you what, I’ll send you a dye too.
Nice that you completely ignored that the alive person in this example is using a bad build and so has less than 10% of the dps as the person who died. Going back to your example seeing as you completely missed our point.
10 DPS (damage per second) * time alive (15 seconds) = 150. Second player did 2 DPS (damage per second) * time alive (20 seconds) = 40. So yeah seems like the dead player did more.
Who does 2 dps? Its hypothetical data. If you want to rearrange the deck chairs on the Titanic go ahead but the ship is still going to sink? Now change the duration of the engagement to 90 seconds or longer.
Its been proven that meta builds do over 50% more damage than various other crap builds. Are you intentionally being dense?
Your math above is greater than 50% and you still didn’t address the duration part. Maybe we should party up in game and give this a test? I’ll be the one to live the duration of the fight and you can be the DPS who dies 15 seconds in? Or I can die and you survive. Or we can rock, paper, scissor it.
Or, we can both do the right thing and just end the conversation. We agree to disagree.
With 50% difference the dead person still does more.
10 DPS (damage per second) * time alive (15 seconds) = 150. Second player did 5 DPS (damage per second) * time alive (20 seconds) = 100.
Disagreeing with maths? This is amusing. Please keep going.
Knights is better than soldier because you keep the crit chance. Crit is important. Btw when doing fractals you should either switch to 10/25/0/10/25 or the hammer build. Vigor will help with your survivability.
Well, no. Semantically I would pick a fight with you and say that it’s not better, just different – You trade a (very small) amount of effective power for additional effective hitpoints from HP, when you compare Knights to Soldiers.
But I am also disinclined to agree on the basis of efficiency, as well. If you compare the ratio of effective hitpoints to effective power, Soldiers has a rather marked advantage in that way. Also, being a power-primary stat loadout, you get a larger benefit from Fury than you otherwise would.
Comparing the following:
You see the initial gulf between the two is 215.21 Effective Power. With Fury, the gulf actually narrows to 185.37 Effective Power due to higher Power from Soldier. That in and of itself is interesting, but there is also that improvement in the conversion of Effective Power to EHP: You get 3.33 points of EHP per Power with Soldiers, and only 2.75 EHP per Power with Knights.
There is about an 11% difference in critical chance which will reduce your burst potential somewhat, but when you do crit, it will be harder due to the Power increase Soldier has over Knight. There’s also the matter of condition resilience, which is improved with Soldier gear due to the addition of Vitality.
Yes, you will do more damage with Knights. I’m not saying you won’t. But in terms of efficiency and maximizing your gain for your investment of damage, Soldiers is in my opinion a far better choice.
Im aware of the maths in terms of effective power. But crit chance is important for things like vigor procs and so on. Also its probably better to get used to guard with low hp and decent toughness than to go overboard and full faceroll it.
Stacking is for players who can’t handle the game and think it’s too hard, so they need something to make it easier for them. All stacking is is grouping is a corner and pushing buttons there is no skill involved. What is the point if that’s all you need to do?
Stacking is for speed and yes you still need to dodge/aegis/block/blind/reflect/CC.
Solo is for skill.There is no point to it if all you’re doing is standing in a corner hitting buttons, where is the skill in that? You might as well go play some point and click game because that’s all you’re doing.
Not sure if you have realised this. But every video game involves just pressing buttons.
Its not a really bad way of using DS lol. If i dont need the defense from it and the skills are a dps loss then flashing for fury and weakening shroud proc is all I need.
If you want comparable survivability to AH. Then you should go 10/25/0/25/10. Its not meta but it gives you a hp sponge which is more than enough to keep you alive plus it has more supportive traits. AH is bad, stay away from that trait and the selfish traitline it resides in.
Ideally you should just learn to play with 10/25/0/10/25 or another meta variant. You will become a much better player because of it.
ps. Im enjoying reading crapgame ignore the question about dps though. I guess noone likes being wrong even when a mathematical example is given to them to prove how silly they are being.
Like a little kid poking a stick at a dog behind a fence. I’m not ignoring you or your hypothetical question. 5 enter, 1 or more dies, dead people don’t dps. Do we need pretty graphs, charts, or anything else to help in the disagreement? In all fairness maybe we are talking apples to oranges because dps is Damage Per Second…
I believe Swift’s comment was something like"
“What if for example someone does 10 dps in 20 seconds but is dead for the last 5, and another person does 1 dps in 20 seconds but is alive the entire time. Who did more dps?”
Let us change this a bit because we all know even us keyboard turners do more than 1 DPS. Anyway, 10 DPS (damage per second) * time alive (15 seconds) = 150. Second player did 10 DPS (damage per second) * time alive (20 seconds) = 200. I don’t know, looks like the second fella did more damage over time because he or she was alive longer. But barring me changing it – math is funny that way – its a moot point because we really don’t have a reliable way of knowing how much each party member contributes. We just know, or assume to know, that when one or more people dye the fight will last longer because whatever amount of damage the others did is no longer present.
Again, it doesn’t matter to me what trait line up you bring. I said I don’t have a dog in the fight. I do, however, believe that we don’t deal damage when dead. Tell you what, I’ll send you a dye too.
Nice that you completely ignored that the alive person in this example is using a bad build and so has less than 10% of the dps as the person who died. Going back to your example seeing as you completely missed our point.
10 DPS (damage per second) * time alive (15 seconds) = 150. Second player did 2 DPS (damage per second) * time alive (20 seconds) = 40. So yeah seems like the dead player did more.
Who does 2 dps? Its hypothetical data. If you want to rearrange the deck chairs on the Titanic go ahead but the ship is still going to sink? Now change the duration of the engagement to 90 seconds or longer.
Its been proven that meta builds do over 50% more damage than various other crap builds. Are you intentionally being dense?
If you want comparable survivability to AH. Then you should go 10/25/0/25/10. Its not meta but it gives you a hp sponge which is more than enough to keep you alive plus it has more supportive traits. AH is bad, stay away from that trait and the selfish traitline it resides in.
Ideally you should just learn to play with 10/25/0/10/25 or another meta variant. You will become a much better player because of it.
ps. Im enjoying reading crapgame ignore the question about dps though. I guess noone likes being wrong even when a mathematical example is given to them to prove how silly they are being.
Like a little kid poking a stick at a dog behind a fence. I’m not ignoring you or your hypothetical question. 5 enter, 1 or more dies, dead people don’t dps. Do we need pretty graphs, charts, or anything else to help in the disagreement? In all fairness maybe we are talking apples to oranges because dps is Damage Per Second…
I believe Swift’s comment was something like"
“What if for example someone does 10 dps in 20 seconds but is dead for the last 5, and another person does 1 dps in 20 seconds but is alive the entire time. Who did more dps?”
Let us change this a bit because we all know even us keyboard turners do more than 1 DPS. Anyway, 10 DPS (damage per second) * time alive (15 seconds) = 150. Second player did 10 DPS (damage per second) * time alive (20 seconds) = 200. I don’t know, looks like the second fella did more damage over time because he or she was alive longer. But barring me changing it – math is funny that way – its a moot point because we really don’t have a reliable way of knowing how much each party member contributes. We just know, or assume to know, that when one or more people dye the fight will last longer because whatever amount of damage the others did is no longer present.
Again, it doesn’t matter to me what trait line up you bring. I said I don’t have a dog in the fight. I do, however, believe that we don’t deal damage when dead. Tell you what, I’ll send you a dye too.
Nice that you completely ignored that the alive person in this example is using a bad build and so has less than 10% of the dps as the person who died. Going back to your example seeing as you completely missed our point.
10 DPS (damage per second) * time alive (15 seconds) = 150. Second player did 2 DPS (damage per second) * time alive (20 seconds) = 40. So yeah seems like the dead player did more.
If you want comparable survivability to AH. Then you should go 10/25/0/25/10. Its not meta but it gives you a hp sponge which is more than enough to keep you alive plus it has more supportive traits. AH is bad, stay away from that trait and the selfish traitline it resides in.
Ideally you should just learn to play with 10/25/0/10/25 or another meta variant. You will become a much better player because of it.
ps. Im enjoying reading crapgame ignore the question about dps though. I guess noone likes being wrong even when a mathematical example is given to them to prove how silly they are being.
No thanks. I dont want to be forced out of my playstyle because you cant control your twitchy fingers.
Knights is better than soldier because you keep the crit chance. Crit is important. Btw when doing fractals you should either switch to 10/25/0/10/25 or the hammer build. Vigor will help with your survivability.
You don’t trust me???
Well, it’s worth a test… I seem to recall being trapped even after popping stability, but I might have popped it too late that time.
Fairly sure you have to have stability and dodge it. And like weth said its 0.5 second animation which is very hard to dodge.
Err, you should have better used 30/30/10/0/0 on staff ele and 25/25/10/10/0 on S/X. Persisting flames is a must have to not let the staff ele deal awful dps.
Aside of that and a few mistakes a pretty clean run.PS: Spoj, dat rotation ._.
I could have them mixed up. xD
Wasnt really a whole a need for rotation seeing as my job was blind and clear blossoms. I assume you’re talking about the wardens before the tree anyway, that was messy for all of us.
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