Condi mesmers should be camping staff most of the time for bleeds and burn. Plus offhand phantasms do a lot of bleeds aswell. So thats not true. Maybe if you are talking about PvP style condi mesmers you would be correct. But as we all know confusion and torment isnt all that great in PvE.
Why two if one is a mesmer?
Well its not really anything special to necros. A decent player should be able to solo them on any class they are familiar with. If anything necros have less options to do solos. And there are a few bosses which are pretty much impossible because of necros lack of options.
Hmm thats not too bad. Although at scale 10 she would have a lot less health. And in solos the shield stacks disappear quite fast. So i suppose it works. Just I wouldnt favour the lifeforce generation like that.
That must of taken a while using conditions for that fight. Mai trin has condition duration reduction until she has no shield stacks.
Necro is definitely the hardest class to solo Mai Trin on (All other classes can use blocks or teleports to avoid the killshot). So kudos to whoever it was. Ive wanted to try it on lvl 50 but its such a pain to go roll for just for a solo and I dont really want to inconvenience friends while attempting it. And knowing how difficult maintaining lifeforce is going to be i would have to time dark paths perfectly for killshot avoidance.
(edited by spoj.9672)
Have you tried the latest LS episode? Its probably the only one I dont have too many complaints about. But obviously the amount of play time it will give you is limited. You should atleast unlock it so you dont have to pay for it later with gems.
All Locked behind 10 minutes of talking and waiting…
That was the most important part of it…. you know, the story?
The boss fighting mechanic was boring as hell imo.
The story is interesting the first time and maybe the second time. But most people will want to rush through those sections a bit faster and get to the actual interactive stuff like the combat. The fact that achievements are tied into missions to make them replayable. Means it should be a priority for anet to make these accessible.
Its really simple to do. Add a shortcut emote at the start of the instance on replays. Or divide the instances up so the dialogue sequence is separated from the combat stuff.
The only good thing is the sinister gear. Maybe something will happen with the announcement on the 24th. Id wait till then.
Agreed. My biggest gripe with the replayable achievements is how some of them are locked behind unskippable dialogues, cutscenes and other timegates before you get to the combat bits. The combat bits are the main appeal for replayability. So it would be nice to be able to jump right to them on a replay.
Last boss in the episode was fun — I enjoyed the need for mobility and the mechanics. Good to see that they’re moving away from the DPS race bosses. As usual, it wasn’t terribly challenging, since it’s part of LS, but a fun
fightencounter nevertheless.I wouldn’t mind going at it again, but c’mon….sitting through an hour or more of clicking through story dialog just to enjoy a 10 minute encounter….I know that counts as “replayable content” to ArenaNet and AP slats, but meh. Not worth it.
As for the trailer….a lot of people are just hyping themselves. Nothing in that trailer supported the idea of an expansion, it just looked like LS3 to me. Possibly a new map, but all it showed was the next part of the story arc.
There is going to be so. much. rage. when PAX flops.
As a necro with no mobility and no stability. I found it a little annoying to light the flame walls. Other than that it was an alright fight.
Thats true but it looks cooler. x)
Or a re-box of season 1 & 2.
And eles do the damage better. I suppose you could argue chilling wells and well of corruption is pretty useful for zerg busting. But thats about it and its hardly invaluable. Plus eles can do chill and blind plenty aswell. I guess it all comes down to WoC and spectral wall? Pfft.
I guess if you were going to say anything was not working as intended. It would be lupi’s CC reduction. The sigil works fine. Whether anet intended lupi to be immune or just 100% reduced is completely speculative. But i dont really understand why they would set a cc reduction instead of just making him immune. They made other bosses completely immune.
If you are concerned about me and Z repeating our “dumb ideas” we probably wont be attending (sandy dictatorship). I think most guild leaders have the common sense to only bring people who can keep things calm. :P
Wait, how is the Arah p3 start not breaking rule 5? Was it an exception given?
Because obviously it makes far less of a difference than a kittening sigil.
If I recall correctly your guild was one of the ones who lobbied for keeping that door run allowable. I am all for changing it and resetting the record since consistency is of the utmost importance.
I believe we were against most of the rules as a whole. We took any exceptions we could get to salvage some of the tactics but it was all guilds that agreed to this exception not just us (we were just in support just as much as anyone else). Now we dont see the point. May aswell just make dungeons as boring as possible so they are consistantly restricted.
Yeah thats fine by me. Was just addressing my concerns with Nike asking for 1 per guild. :P
;D
Well i really hope im wrong. Even if it means i lose out on a gem card.
Id say a maximum of 2 if you really think its an issue. Its a discussion for the community. No matter how well structured a guild is it might be difficult to represent the entire guild with just one person. Plus the hosts are both from iV so for fairness sake you should allow 2 per guild.
I would not recommend that due to the postage.
Last i checked rage runes were also vendor price.
Pretty much. But the current ruleset is by no means coherent. Currently we allow certain things that are definitely unintended. But according to the rules and according to everyone who is saying all exploits shouldnt be allowed they should be banned. Arah p3 gate is just one example, sigil of paralyzation is another(although its working as intended). Its inconsistant so it needs to be discussed.
(edited by spoj.9672)
Well i guess if your satisfied with preventing more interesting tactics then thats fine. You are not completely wrong. I am just trying to justify it. Because i think it will make things more fun and more interesting. I just personally dont see why everyone wants to play into the hands of such linear design when we can break way from it by doing a few things many people do on casual runs.
And to be honest I wouldnt be surprised if that copycat unrestricted ruleset beat the restricted ruleset in popularity. Especially as most people dont stick to playing as intended and if we ban unintended stuff then we have to ban everything. Unless you want to make a million exceptions?
(edited by spoj.9672)
You could’ve just trusted me.
I will admit Citadel isnt a bad choice. Although i have no idea how much they cost.
In your opinion, why shouldn’t we also axe the rule about triggering all objectives and cutscenes?
Because thats a failure in anets ability to script all objectives as needed for end reward. In gw1 all objectives were completed. But the order didnt matter (the order does matter sometimes in gw2 due to scripting). We are speed clearing. More specifically we are speed clearing the objectives. End timer should be on all objectives complete not necessarily on final boss death.
Also its partly just a compromise. And obviously cutting out 90% of a path is pretty boring and unimpressive.
(edited by spoj.9672)
If you read the rest of the rules it says all objectives and cutscenes must be completed. So p4 skip is covered even with those rules removed.
Most paths are very simple in terms of tactics because of how linear they are. With jumps they become less linear because we can do some objectives out of order or we can send someone ahead to portal or prep the next objective. I dont see why everyone is in support of follow path > kill boss > wait for door > stealth and run > boss > door > skip > boss. Theres no denying CM and AC story are the most interesting dungeons to watch simply because they dont block everyone off from each objective. Dont you want to see the rest of the dungeons completed in similar ways?
Also I think you guys are overestimating some of these “exploits”. Some paths would barely change other than allowing a portal or two.
(edited by spoj.9672)
Doesnt have the 5% damage bonus.
Ranger runes work with mini pets. Rage runes are good because of furious demise. Fury uptime is incredibly useful for dagger necro in pugs/solo. As for Ogre runes. They are decent for the DS build as a budget option. But i wouldnt recommend them over ranger or rage for the dagger build.
Its true power is better than ferocity. But this is budget option. Rune of the pack is hardly a budget option. They are almost as expensive as scholar runes so you may aswell just save for scholar.
I can only say you have lost sight of what speed clearing is and why we do it. But whatever, it shall be discussed in the upcoming meeting.
By the way these are the only rules i have complaints about:
5.) All pathways that are designed to block progress through the path must be opened. You may not have any party member(s) get past blocked passages until the required sequence/dialogue has been completed.
7.) If any party member(s) at any point enter ‘out of bounds’ on a dungeon map, the time will be void.
And I would even be content with unrestricted being an exact copy of restricted the difference being the exclusion of these two rules. Although i imagine others would like some consumable use etc to be allowed.
(edited by spoj.9672)
Last i checked speedclearing is to do things as fast as possible. If you want a competative PvE element which appeals to the masses go do DnT’s tournaments. They can always have more conservative rules in those.
I felt pretty dirty inside when we did our TA FW record and it wasnt as fast as it could of been because of a rule saying we couldnt go through one door until it opens.
Can i just point out that the recent discussion on unrestricted timer was more of a complaint for the past and consequently that the current restricted ruleset is too strict. I dont think anyone really wants the community to be split into two rulesets again. One will always fail/suffer. And there wont be a compromise.
So much salt. :>
The trait never should of existed in the first place to be honest. They would have done better to just buff deathly invigoration and been more creative with the soul reaping grandmaster.
(edited by spoj.9672)
Nicely done. And fun to watch. :>
Didnt someone already do a D/F solo or was that my imagination?
Exactly. Those splits are what i want to see. They are interesting. Theres definitely a lot more skill involved if you have to split and kill bosses in small groups and the tactics are harder to pull off because everyone has to pull their weight without fail. Some aspects of accomplishing the splits may be lame and exploity. But this is the only game where the speedclearing community seems to care about that (which i think is pretty hilarious and hypocritical). Makes me think most people arent actual speedclearers. :P
(edited by spoj.9672)
Whats wrong with blinking through a wall? If you are completing all objectives it makes little difference how you get to each one. Go watch some gw1 speedclears. :P
Let me ask something. Do you really think the door jumps in this record should be disallowed? And what about this jump? These are really minor but they open up loads of possibilies for much more interesting strategies. They also save a ton of time without skipping any objectives. I dont see why they should be disallowed. We are being enslaved by the games timegates when not using these. :/
Also i dont see how it destroys the community if all objectives must still be completed.
(edited by spoj.9672)
I thought it was heading more towards allowing minor jumping puzzles (but still do all objectives) and keeping consumables disallowed.
How would you feel about leaving JPs (even minor door hops) out of restricted runs, but making unrestricted runs more competitive as proposed earlier?
I’m not sure door hops belong in restricted runs — if a door is supposed to be opened by an event / boss kill, bypassing it before it opens is unintended and thus shouldn’t be allowed.
But if unrestricted runs were made more competitive, we could see these tactics put to use.
That would disallow every Arah p3 records of this year I have ever known.
Also noone wants a split of rulesets. It didnt work out before. Besides most dungeons have jumping puzzles and door skips which barely make a difference other than allowing some interesting portal tricks/splits. At the moment we have to wait for every door which kills a lot of interesting strategies. Im really not a fan of this follow the linear route and no running ahead because a door hasnt opened yet speedclearing. Its pathetic compared to ac story and gw1 speedclears.
If we allow jumping puzzles and the lot but make a rule which says all intended objectives must be complete. Then we avoid the issue of the p3/p4 jumping puzzle. But we have more flexibility in strats on other paths.
(edited by spoj.9672)
I thought it was heading more towards allowing minor jumping puzzles (but still do all objectives) and keeping consumables disallowed. But ok may aswell just add everything else to prove your point and let us know how salty you are.
Greatsword is coming folks
You wish.
That should work pretty well in a higher lvl. What trait did you use in blood? I would just go 0/4/6/0/4 personally.
Thats what he asked. :P
Have you guys actually read the OP? Its an entirely optional gear check. People can set it so they cannot be gear checked.
@Chemiclord
If a gear check was incorporated like its suggested in the OP then only people who care will notice it. Causing less collisions of opposite players.
The OP’s suggestion is actually a really ingenius way to implement gear checks without affecting people who do not want to be gear checked or join gear check groups.
(edited by spoj.9672)
Something that I’ve noticed over these two years is the player base’s insistence on dividing themselves. They want to be able to exclude themselves from whatever segment of the player base they want (be it hard modes to filter out the “casuals”, or gear checks to filter out people who don’t have the “right” gear, or raids to filter out the “noobs” dragging them down, etc…)
I suspect you’re not seeing these tools because the last thing Arena.net has wanted to do is fragment the player base. They don’t want you filtering out swaths of players for whatever reason.
Not giving us the proper tools to avoid players we dont want to play with is exactly what causes all these arguements and toxicity. A fragmented community is healthier so long as there is not too many fragments.
If everyone is forced to play with each other then people of differing opinions collide and hostile behaviour and griefing occurs. This is the case with people disliking path selling or lfg requirements so whenever they see a seller or zerk group on the lfg, instead of ignoring it, they decide to grief or whisper abuse. Thank the world for being full of ignorance, intolerence and immaturity.
(edited by spoj.9672)
Hahaha. Been a while since ive seen such a player.
The lack of build diversity is kind of depressing lol. I look at the other profession subforums and, by comparison, the necromancer forums are… dead. Hardly any new threads discussing new builds or anything.
You can thank lack of creativity in design for that. Im so jealous of traits like fresh air, persisting flames and phalanx strength.