People actually have trouble killing the burrows as soon as they spawn still?
SoV or WoB for PvE.
Its pretty important to understand pathing in arah p1 if you dont want random oozes following you all the way across the map. So it is useful for casual runs. Just not essential. And no im not surprised most people dont know about it.
Btw pathing can happen without stealth. Right at the beginning or arah if you run into the corner the entire room of risen will start to path towards you. You waypoint and then the room has enough space for you to get to the p3 gate or coral without aggroing. Also can be used on p3 after lupi. If you run to the right the risen elites will path towards you meaning that anyone hopping over the wall wont aggro them even if they have no stealth (old pre thief tactic).
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You were too eager. :>
Our 3rd attempt we were still trying to get the reflects yet bad RNG kind of ended up giving us a kill just like that lol.
I guess we got a bit too eager on that attempt as well.
Im gonna say stick to assassin for now unless you expect lich form to be enough for every fight. Or just wait for HoT when berserker will be best regardless.
Yeah my attempts were far from perfect. Still pretty hilarious to get 60k+ so easily.
Just thought id bump this because ive worked some stuff out. Lich form uses 952.5 for its weapon power. Which means it has a coefficient of 1.9.
On a spite, soul reaping build in a fully buffed group this gives lich auto a total of 12,511.777 dps. When using dagger you have less crit chance so curses helps a lot. However even with 100% crit chance and berserker gear (not sure its even possible without sacrificing seaweed salad which would be a damage loss) dagger gives a total of 10,154.341 dps. Flesh golem gives about 882 dps. So Lich is always stronger than dagger. Which means its always worth taking Soul Reaping just for spectral mastery and the 5% modifier.
Isnt guard the best right now with stacked symbols? Engi second.
I agree. It removes counterplay and smart boon play. If the issue was superspeed, quickness and slow. Just make those 3 boons/conditions not work or have reduced effect on movement skills. But dont completely butcher the entire play/counterplay system revolving around movement. The game is slow enough with running around maps. We really didnt need this to make it worse.
Arent freeze grenades a dps increase or am i mistaken? :P
I assumed that was a rev trait.
edit: my flood control is back and resulted in me being too slow. :<
Lol. Prot totem so effective.
Theres quite a few things that will most likely be fixed in the next few weeks. Id assume most people realise that any records set right now cant really be considered serious.
As long as every other path isnt always Hotw or CM it should be a lot less boring. The main reason it got boring last time was because the same paths kept getting picked despite the “random” map picker.
Here’s links to all the pending ones for ease of access:
https://forum-en.gw2archive.eu/forum/game/dungeons/FOTM50-Water-Ruins-11m31s-UnRestricted
Just approved a couple. The quoted ones above are the remaining records that need to be approved.
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Approved.
Approved.
Nicely done. :>
Yeah i havent been able to get used to the mantra spamming yet. Even so ive been enjoying mesmer a lot since the patch. Baseline illusionary persona is awesome. And mimic is just too much fun.
bump.
Vampiric Aura – If this is on and people you have buffed hit people with retal you get hit with the retal damage. So if 5 people all hit someone with retal it stacks up to a lot of damage. Not sure if this is intended or not.
This is untrue. It has been tested. Retal does not proc on siphons.
Mesmers dps has actually improved as far as i can tell. Only nerf was the the mantra change. But in most dungeons you dont really have the space to stack loads of mantras for the old dps trait.
Awesome. Just as expected. ;>
Also if you go mesmer you miss out on some loots. :<
shut up tom. :<
Ranger were able to abuse the blast finisher on pet swap in some, very gimmicky situations (You needed a tonic without cooldown for that. You would just spam the tonic to get a blast finisher each time you transform).
The logic reaction to that bug is obviously to give the trait a 30s IRC, while the petswap is 15s untraited. Logic. Balancing at its finest.
Tbf that trait stated 30s cooldown from the start, it was just bugged and fixed.
Yeah, because one blastfinisher on a 15s cooldown is way too OP…
I’m just saying I dont think whoever changed that trait spent much thought about whether it was strong or not, he was probably just making the trait work like the tooltip states it would.
Btw, Vampiric Presence feels a bit underwhelming doesnt it? On a buffed zerker build @3.4k power, 1000 average weapon strength and an average modifier of 2 per hit (including traits*equip*vuln*crits = 4x, skillmodifier = 0.5x) I get a damage increase equivalent to roughly +50 power. I felt 3.4k power and *4 modifier were a good estimate for an average meta pug build. I’m unsure about the average per hit skillmodifier of 0.5, some classes like necro or maybe guard might go below that, others should go above? I think on among all classes 0.5 skillmod per hit should be on the lower end. If we increase power, average weapon strength or modifiers, vampiric presences performance only gets worse compared to +stat.
250 power among the party from a single trait isnt bad, and the trait performs comparatively better in different groups, and anet has to consider the selfheal (eh) but still, I was hoping for a little more. Or maybe my math is wrong, thats not unlikely.
The only thing that effects VP damage is power. Its armour ignoring and unaffected by mods, vuln etc. I believe the max damage ticks possible is 42. So from that you just need to work out the average number of hits per second in your group to work out the group dps increase.
And yes it is very weak for pure damage. It is however very nice for sustain and armour ignoring damage.
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Well if it does proc retal then it would be a net loss no number crunching required. The question is if it really does proc an extra tick of retal.
Yeah its really easy to avoid it. Thats not the point though.
Little tip. Create your own group with no requirements.
They also need to implement this fix to uncatchable on thief and ineptitude on mesmer. Although it is worse on necro due to it being a minor trait instead of a major so we have no choice but to unequip the entire spec line…
Man gotta love that 240 radius mark on dodge. Fills the entire room when you dodge. At least the mesmer one is a major trait so you can unequip it without unequiping the entire kitten line.
Yeah, I’m just saying that they should consider that with future Open World content if it’s supposed to be any challenging.
Don’t nerf the trait, but maybe introduce healing cap with it (2k per second?), because it can really dumb down big AoE fights in the future.
The problematic thing about this trait is really just PvP aspect. In it’s current form, it’s being outhealed by Blood Minor siphoning health over fight and is by no means rival for Weakning Shroud or even Lingering Curse. We’ve been discussing it on twitch with Nos yesterday and he had similar opinions. Have yet to run into other Condi Necro in PvP a
apart from myself who actually used that trait.
Well to be fair. Even with 5k healing per second it barely compares to thiefs invigorating precision. I dont really feel like its worth nerfing especially as its no where near as extreme as other things going on right now and its only overpowered in very specific situations. There are a lot of overpowered things in the game right now. Future content is going to be trivialised in the open world no matter what they do and how hard they make it. Only hope is for instanced content that is well designed.
Heres a few op things that have surfaced since the patch (excluding the condi stuff thats going on in open world).
https://youtu.be/QvCX_ZnXBxs
https://youtu.be/eCYXcr8zORY
https://youtu.be/ijxDGEtTybo
https://youtu.be/O1UoLamBy5k
The guard stuff is being compared to ursanway in gw1. And you can clearly see slow is going to become a major game breaker for future bosses.
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Nope. But its open world. Its easy anyway. Really no point fixing it when its only OP in an already faceroll situation.
Overall i like the patch. Its just difficult to motivate yourself to play when theres loads of bugs and big imbalances in the game at the moment.
I dont really see quickness as a problem. Access isnt too over the top compared to how it was before. Its just this one team comp that abuses it.
Slow clearly is going to be an issue though. They might just have to go down the easy route and make bosses immune to it.
Important things.
Mark of Evasion needs to be fixed ASAP so it only triggers when you are in combat. This is causing some major issues in PvE. It means we have to completely unequip the Blood Magic line whenever we want to run around and avoid combat.
Corruptions and Master of Corruption need a look at. The negatives far outweight the positives and they force you to take/use extra transfer and cleanses if you want to run corruptions. Its restricting build choice. It doesnt make sense to cleanse conditions with consume conditions only to need to cleanse/transfer a second time.
Unholy Fervor was advertised as axe cooldown reduction and bonus 10% damage to vulnerable foes. But the damage bonus is now only for axe skills. This is a flat nerf of an already bad trait. Its terrible because axe is not a dps weapon and even with that bonus damage its awful for damage.
Please can we have this reverted back to 10% damage to foes with vuln. Having the only condition for the damage bonus as vulnerability would be a huge improvement. It will rectify PvE necros lack of damage somewhat. It will provide a meaningful choice between a boon strip, extra vuln or flat damage in the master slot. And it will actually be a trait that is worthwhile to pick. It also still synergises with axe because axe is our mainhand that stacks vuln on the auto attack.
Minor thing. Not too important. But i think Vampiric Presence is a bit on the weak side. I dont think the heal portion is too weak (at least not by much). But the damage portion is so small. It would be great if it had an additional effect such as 2% bonus damage.
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So epidemic being capped to 25 stacks is in the patch notes. Im not sure people are aware but all transfers are also capped at 25. Was trying to transfer 500 stacks of burn back to the SE p1 golem. Unfortunately it didnt work and we could only get above 25 by having multiple necros/mesmers. :<
And yes necros are even worse at condis now than they were before the patch. relatively speaking obviously. You can thank burning for that. Which was the main reason they were weak before the patch as well. Now that burning is even better the gap has increased by dramatic proportions. This really shouldnt be surprising to anyone. Reaper may catch up a bit if dhuumfire stacks enough burn with reaper shroud.
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Mimic is the single best new thing that has come to PvE mesmer in this patch.
SwAg will be more active when we get cross guild chat. These sort of guilds never really work because people have their main guilds to represent.
So what’s wrong with it? Some things hit harder. Sometimes people might even have to take a condi cleanse, and even use it.
In that particular case you barely have time to cleanse. Unless you have an instant cast cleanse.
Well burn duration was way too easy to maintain before. Its still pretty easy. So it shouldnt be an issue as long as players remember that they need burn.
You guys are looking at it so black and white. They can design it for 20 players and then have it scale up AND down. Or they can design it for 3 players and scale it up only. Or they can design it for 200 and scale it down only. These would all result in different experiences for the different group sizes. Theres plenty of options to choose from….
All anet needs to do is pick the ideal sized group they want to design it for. And choose how they are going to scale it. They can make scaling down weaker so it makes it harder for smaller groups but not impossible. Thus incentivising the standard size group. Even if you make the scaling up very harsh it would still probably easy. Zergs trivialise content no matter how punishing it is. But thats another topic entirely.
For Shoggroth, what are the best ways to keep burning up post patch? What about immobilization?
I know Warrior can still just use Combustive Shot, Fan of Fire, Pin Down and Throw Bolas.
Also, are his projectiles unblockable?
You only need to keep him burned until he reaches 75% health and starts trying to return to the hole so the fight has barely changed. Immob is same as always.
Yeah im gonna work out dagger versus lich this weekend. Hopefully a few other things as well.
Downscaling is harsher. But also the crit chance formula has changed.
https://forum-en.gw2archive.eu/forum/support/bugs/Precision-Calculations-were-adjusted/
Pretty much. The main reasons im using soul reaping is spectral mastery and strength of undeath. But those are rather weak reasons. The alternative is curses. But that has gotten a lot less favourable as power line. Although with precision being nerfed the extra crit from curses does help quite a bit which means its worthwhile for pugs at the very least.
Warhorn is always good for an opener. But yeah for an in combat weapon you should prioritise focus. Ideally you should be using both with dagger mainhand. Staff isnt worth it unless you insist on a pure DS build.
Bump.
Was having 8% base crit chance really too overpowered? 8% is what we would have if the old formula still applied.