So true. The other day the entire zerg at indigo was busy killing demolisher when the breach popped. I already had the demolisher so i dropped down early and started soloing them. With the first bubble i took off over 10% of golds health. After that the zerg arrived and messed it up while also scaling them both up so i could no longer dent its hp. :<
Small groups of decent players always work best. Thats the same for all bosses though. Its just noticed more because its more important on bosses like these.
My guildmate has the record. But its severely out of date. I have the power necro record. Which is also out of date. Since those records weve had ferocity change, aristocracy runes, dhuumfire change, weakening shroud change and now sinister. I did a test attempt with aristocracy runes about a month or two ago. You can maintain about 15-25 might. The hardest part is remembering every little part of the condi necro rotation.
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I said about 7k. I dont know it exactly but there was an old discussion on guru about it. The calcs showed roughly 3k condi dmg and 4k direct damage. But as you guys have pointed out. Those numbers are practically impossible to pull off even in a perfect group. Sinister would definately allow for a much greater direct damage portion without sacrificing too much condi dmg. Those conversion crystals and runes arent all that good. You probably get a lot more by going other runes and consumables with sinister than you would with carrion or rabid. Been waiting for sinister for a while for this exact reason. Plus its better for solos in PvE.
I only care about solos when using condi so my rabid set has aristocracy runes. Ill be slowly converting it to sinister and then maybe ill finally update the lupi condi solo.
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A fully buffed condi necro does something like 7k dps (probably a bit less, maybe a bit more with the new stat combo). Thats including might, banners, other buffs and direct damage portions of rotation. And thats ignoring the ramp up time of conditions. A fully buffed power necro in the same conditions does about 10k dps and has no ramp up time. And it also has significant burst during the first 10 seconds of the fight.
Condi however has the advantage in many solos (bosses) due to its self buffing and base potential. Thats its only advantage in a PvE setting. But less than 1% of players solo dungeons on a necro. So theres pretty much no reason to bother with condi in PvE.
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I disliked this fight. It was irrelevant what class you were, what build you used and what skills you took. It was a pure puzzle to kill a boss. The first boss was better. It actually had dps phases where you could actually use your class to damage the boss.
The mechanics were nice. But i think the last couple of bosses were far too puzzle orientated. I would change them to instead of just doing a certain amount of damage each time you destroy a vortex it would allow you a few seconds to dps the boss. Then it would actually feel like build and class mattered.
I thought it would bother me as im very lazy when it comes to getting around open world zones. I disliked the lack of waypoints in Dry Top. But thats probably more to do with the aspect crystals and having to jump up cliffs all the time. It gets annoying after a while.
Silverwastes actually feels right. The run to any fort is pretty short. The only waypoint is to the side to avoid encouraging people to waypoint to shorten the run back to another location. Im quite surprised it doesnt annoy me much at all. My main annoyance is getting unfairly fgs rushed by teragriffs whereas we can no longer do that ourselves. :<
Pretty much. Conditions are only good for sustain in solos on moderate to high armour targets. Everywhere else power clearly wins out.
Some people take things way too personally. Especially when they arent even the target. x)
@Inferno
Maybe you should rename the thread to “Ignoring LFG descriptions” if that is what your thread was supposed to be about. Although thats hard to believe given the comments and the op.
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Fractals are the same as dungeons. Main difference is it requires you to swap utilities a bit more and use cc. Ele is pretty much the best class for all PvE even with no fgs.
Pretty much every statement is the opposite of what is correct lol. Flow is correct. Sorry.
Some classes havent been updated since the previous feature patch.
Other classes do condi better. The only speciality necro has is epidemic. But thats not needed when an engi can just do superior aoe condi right from the beginning.
Nah. Nomad and Berserker are opposites.
Its got to be my favourite filter kitten up.
EVERYONE deserves to have the game they want. I love the fact that speedrunning is a thing for those that enjoying that type of gameplay. My concern is when that style of gameplay is forced on others.
I dont understand. Who is forcing it on people? A LFG requirement doesnt count. Nor does advice.
It will be unique so you will have to wait until the defensive slot version is available in the next LS episode.
Someone should invite him to make a new video. Oh wait hes banned.
Its the same trait setup as the power build. Except you swap weakening shroud for hemophilia.
The problem is not the meta. Its people attitudes and other peoples inability to look past simple LFG requirements without taking offense.
Thats the point.
Nah go d/w + d/d 6/6 with bleed duration etc. You can maintain a fair amount of bleeds with dagger auto + enfeebling blood + dark path. Epidemic to spread when dealing with trash. I wouldnt bother with the scepter on a hybrid. Would only use it for pure condi builds.
Bit of a thread revival but i dont think people realise. You can tag every single trash mob in a huge group with d/f + d/w and wells setup. And theres only about 5 or so seconds where you might miss a couple of mobs.
Lol never would of expected that to be called an exploit.
I suppose the reason is because you skipped some mobs.
I wish some of you would actually read what you post. Because you do not make any sense. Theres so many contradictions and inability to understand each others arguements that this thread has turned into a hilarious cesspool. Carry on.
In fairness Mordrem > low level fractal dredge. In terms of basic mechanics mordrem are better.
Same arguement as before. But it doesnt really counter anything Zel said. You dont know for sure that the community wouldnt have created the tournament. You did snatch it up very fast. And also it maybe true that you listened to everyone who gave feedback. However this comment proves that you were monopolising the tournaments. “We opted to keep final decision making to ourselves in order to ensure a modicum of quality control, and the result was we had a much improved product to broadcast.” In fairness you werent completely wrong to do this. But when you refused to allow outside organisers to contribute or to move the organisation to an unbiased committee you proved that you had no interest in running the tournaments purely for the community. You kept much of the organisation completely private within your guild. It was a tournament for DnT disguised as a tournament for the community.
Dont even know why im posting this anymore. I said this before. But you didnt seem to understand. :P
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It doesnt cripple them. It has no effect on other builds. Its just you people seem to be frustrated that there is a meta. Which doesnt make any sense. There is always a meta.
If time is not an issue for you, running full passive defence is sooo much easier. Its completely imbalanced at times. People just see DPS as a problem because that one extreme is the meta. But the opposite extreme is much more overpowered. See our no dodge arah path 2 run for reference. Notice how we complete the path faster than some pug groups yet we are almost completely immortal and didnt focus on damage at all. http://youtu.be/b2VhmwLwvrM
Mixed groups will have some problems due to squishy players being in danger, but the overall group should have an easier time than a full glass group.
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Except dub never has ascended on his alts. I wouldnt be surprised if he was missing a few trinkets. And i suspect thats not even the fastest condi can go.
Building max dps doesnt mean you dont use support or control. Ive lost count how many times thats been pointed out. Its like speaking to brick walls.
Yeah go condi and just run circles around him.
Math tells bullkitten as usual. :/
my phase 1 is about 20 seconds faster than yours and my rotation is awful.
There has been a few changes since dub last played. :P
Orr trash mobs very hard. Pls nerf.
Well as a dps player i dont want my personal challenge to be diminished by having someone take the tank role in a raid. So im against changing the core system to make dedicated tanks. This games combat is involved and fun for whatever role you play. That cant be said for trinity mmo’s.
A raid is a combined challenge. There’s no need to change the core system when that system has pretty much everything that makes tanking happen anyway.
The DPS role gets all the good stuff already, no one’s going to take that away from you.
My concern was more in the line of if a single player is able to hold aggro for the group. Then i no longer have to worry about dodging or avoiding most attacks. So in that regard it would diminish my fun a DPS player because my job becomes considerably easier.
1: Knowledge
2: Skill
3: Unique and/or good rewards
This gearset is exactly why i never bothered to make an ascended rabid set for solos. I was counting on it being introduced eventually. Seems that was a wise decision. :>
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Well as a dps player i dont want my personal challenge to be diminished by having someone take the tank role in a raid. So im against changing the core system to make dedicated tanks. This games combat is involved and fun for whatever role you play. That cant be said for trinity mmo’s.
This is not aggro management. Call it organized chaos, and it is no different than anything else currently in GW2. In any given dungeon, the boss will bounce back and forth between party members depending on certain factors. There is no true measure to controlling the aggro. To be honest, it makes zero difference to me if the boss is hitting the elementalist or the thief in the group. My gameplay doesn’t change. When the boss turns to me, I…dodge or whatever. I wouldn’t exactly call that managing aggro. Lets not glorify this. Lets call it for what it is…moving away from a baddie and staying out of bad floor.
If you label that as aggro management…then when the boss is fighting the guardian and throws a bad floor on me, I dodge…did I just manage aggro? I dont get it.
Im not sure why people are even talking about this. How is adapting to who the boss is hitting considered aggro management? I mean, I guess you can label just about anything..so if you want to label a groups “reaction to who the boss is fighting” ‘aggro management’, then so be it. To me, it it is simply “Whelp hes beating on the thief now…dps dps dps, oops coming at me now, dps kite dps, now hes going after the engineer…” Its borderline random(even though there are factors that play into who has aggro), chaotic, uncontrollable, and non interactable…at least not in the sense of how people would like it to be.
Ill try again as i failed to explain it properly. In fractals it is often the job of the guardian to manage the aggro of mossman, arch diviner or the champ ettin. To do this he has to remain at closer proximity to those bosses and maintain respectable or frequent damage to the target. This way the target will focus mainly on the guardian. However if other players move too close or get too far ahead on the damage then aggro can change. Often the guardian can re-aquire aggro by using knowledge and experience of the encounter.
For example when i kite the ettin while the rest of the group kills the other 3 mobs. I used to lose aggro all the time because i kited too safely. I learnt that staying close and making sure my teammates did not damage him at all reduced the chance of him losing aggro. I also learnt that if he decided to change aggro i would have to run right up to him and immobilise him to get him to switch back to me. I was managing his aggro as best i could despite there being no proper threat mechanic. This can be done in any gear but many have claimed that aggro on this particular fight is easier to maintain when using knights gear.
Ok, I hear what youre saying…
So if you can effectively manage the aggro of a boss, because of your toughness value(I have heard that too) and if you can keep the boss focused on you 95% of the time…isnt that tanking? If so, I thought GW2 did away with the trinity.
That to me sounds like tanking.
In a way it can be considered off tanking i suppose. Not all bosses can be manipulated in this way. But the key difference is you dont need passive defence to do this role. Theres no forced tank. Any player with any gear can do it. And even a full nomad warrior would probably have some trouble staying alive against mossman if he just tried to facetank. Active tanking with no guaranteed aggro is a lot more interesting than UI tanking with 100% aggro.
This is not aggro management. Call it organized chaos, and it is no different than anything else currently in GW2. In any given dungeon, the boss will bounce back and forth between party members depending on certain factors. There is no true measure to controlling the aggro. To be honest, it makes zero difference to me if the boss is hitting the elementalist or the thief in the group. My gameplay doesn’t change. When the boss turns to me, I…dodge or whatever. I wouldn’t exactly call that managing aggro. Lets not glorify this. Lets call it for what it is…moving away from a baddie and staying out of bad floor.
If you label that as aggro management…then when the boss is fighting the guardian and throws a bad floor on me, I dodge…did I just manage aggro? I dont get it.
Im not sure why people are even talking about this. How is adapting to who the boss is hitting considered aggro management? I mean, I guess you can label just about anything..so if you want to label a groups “reaction to who the boss is fighting” ‘aggro management’, then so be it. To me, it it is simply “Whelp hes beating on the thief now…dps dps dps, oops coming at me now, dps kite dps, now hes going after the engineer…” Its borderline random(even though there are factors that play into who has aggro), chaotic, uncontrollable, and non interactable…at least not in the sense of how people would like it to be.
Ill try again as i failed to explain it properly. In fractals it is often the job of the guardian to manage the aggro of mossman, arch diviner or the champ ettin. To do this he has to remain at closer proximity to those bosses and maintain respectable or frequent damage to the target. This way the target will focus mainly on the guardian. However if other players move too close or get too far ahead on the damage then aggro can change. Often the guardian can re-aquire aggro by using knowledge and experience of the encounter.
For example when i kite the ettin while the rest of the group kills the other 3 mobs. I used to lose aggro all the time because i kited too safely. I learnt that staying close and making sure my teammates did not damage him at all reduced the chance of him losing aggro. I also learnt that if he decided to change aggro i would have to run right up to him and immobilise him to get him to switch back to me. I was managing his aggro as best i could despite there being no proper threat mechanic. This can be done in any gear but many have claimed that aggro on this particular fight is easier to maintain when using knights gear.
Will be in competition with Rabid gear for builds that convert toughness to condition damage (like Mesmer)’
Those runes dont make sense in solos or groups that dont max might stack. You generate a ton of might by using aristocracy runes. So sinister is a clear winner for condi in pve.
Bolded part is important. Agro management works, people just ignore it as well many other things to prove their point or whatever reason they have.
Please tell me how you manage to maintain 100% aggro given the mechanics of GW2 and the skills of a given class?
Because if you are able to do this and you aren’t lying, you have successfully proven that the trinity DOES exist in GW2, and Im pretty sure it doesnt.
Aggro management has nothing to do with having one person hold aggro permanently. It just means you are adapting to who has aggro and acting accordingly. So for example the person with aggro will backstep and kite. If aggro switches then the players role switches. This is an every day occurence against mossman, arch diviner and mai trin. Different bosses aggro different ways. And they often have different rules on different attacks. And although most bosses dont have clear aggro patterns you can manipulate them to some degree to control the aggro and help your group. You can manage that with the proper knowledge and experience.
So by that notion, dungeon and fractal skins should be attainable through every single activity in the GW2 universe?
Ideally, yes. I know that it isn’t that way currently, but it really should be. Not that every activity should directly reward every type of thing, because that would be chaos, but there should always be alternate means of earning the stuff you want if you don’t like a specific activity. Laurels or Mystic Coins could be a good alternate currency, something like how Mystic Stones can be used as a universal substitution in several types of recipes. Or maybe crafting recipes that use alternate currencies, like if you don’t want to run Arah to get Arah armor, you could collect stacks of Putrid Essence and Ancient Bone or something and use them in a forge recipe with exotic armor.
But yeah, having more options is always a good idea.
I’m going to keep this polite as Chris requested,
I’m having trouble articulating my points exactly but:
Frankly that is not a game I’d want to play, it sounds like a single player game. In single player you’re always going to succeed so the rewards are always yours, in an MMO that doesn’t hold true if you’re not as skilled at the game it doesn’t hand hold and you’ll quickly realize not all the rewards are yours.I think you may be missing an important aspect of PvE whether it be small party dungeons, world bosses, or even raids. If a dev designs a fight, its designed for the player to win. The raid boss you fight in a raid is designed to lose and it is designed to lose 100% of the time. That is its sole purpose. It will be designed with specific criteria in mind for accomplishing this but in the end there isn’t anything that will change that fact.
Thats not really true. Its not designed to lose 100% of the time. Challenging encounters are designed to cause the players potential difficulty and the possibility of losing. Truly challenging encounters will give players the potential to lose even if they have the required knowledge. In those cases its skill and avoiding mistakes which determines the outcome. If a boss was designed to lose 100% of the time then it would involve no danger and no challenge.
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the problem is instead of playing good to beat a boss people can just use 15 players geared in full nomads.
So what? If they do that, then the raid would likely take two or three times what it would take to do with a Zerker team. Yes, they would complete it, but they would waste a lot of time. And then maybe that group clears it a few times and gets better at what they do, and some of them feel up to switching to more damage-heavy builds, because the faster they can get through, the better. What does it hurt you if some other players are able to complete the content?
Its a problem because it diminishes the challenge. Raids are supposed to be challenge. Yes you can make it easier by playing safer. But there needs to a line. A point where you are going a bit too far. Without a method to encourage improvement or set a minimum standard of completion you reduce the contents ability to provide challenge and encourage coordination at the same time.
It doesnt have to be timers. If an enrage mechanic is stopped by some highly coordinated serious of objectives every time the boss reaches a certain health threshold. That also serves a similar purpose. But in an example like that i think it should be more difficult to prevent the enrage if you took considerably longer to get to the enrage phase. Its all about incentivising players to improve. Which is important in challenging content. You should have to improve to be able to complete consistantly.
‘’Enrage Timer’’ ?
What kind of casual things are you spouting ?
So Bersker gear should be a ‘’MUST HAVE 100%’’ to beat the encounter ?
Dont you have a more vivid immagination ?just for your info johnny, the enrage timer was used as an example (you will even find the sentence “let me give you an example” in my other post) to explain to people that we dont have a trinity, how our combat system works and that you pick gear according to your skill level in PvE. but from your post it seems you are not very experienced when it comes to raiding content so thats totally ok and i will not take your post serious.
i would personally like to see enrage timers because it will actually force people to become better at the game. but on the other hand i know that there are people who simply want to use defensive gear for the sake of using defensive gear. so i am completely fine if we dont get to see any enrage timers and people can play how they want (if they are successful is a different question).
So an enrage timer will make ppl more skilled ?
This is beyong me …. i dont really have words to describe it ….
Or will it make the encounter a DPS RACE like other games ?
Have you played seriously raid in other games ?5 months now , you always try to shut down ppl opionion that:
‘’istances is not about DPS’’
‘’you are not forced to run only Berseker gear’’
‘’istances are not competive encounters’’And you are here now …. saying we must implant a a DPS RACE in the game and we should make exactly the same ecnounters like the dungeons that you hate (huge HP + slow telegraphs?) ?
If the game ‘’ johnny’’ will be balanced around pppl will defensiuve gear , the boss will have LESS HP and LESS ENRAGE TIMER to be beat by any1 .
So your super guild and the rest of the planet , wont have to fight a gazilion HP bosses ……
, but instead your Bersker guild will melt down the boss faster than anything …..Did you understand it ‘’ johnny’’ ?
Or should i make more ‘’ johnnish’’ ?
If you have a time constraint you are forced to work harder. You are encouraged to maximise your groups efficiency. This means taking as much damage as you can while also maintaining your ability to survive etc. Without a time constraint you can simply use fully defensive gear and take it as slow and easy as you like. This dimishes the challenge. And thats the reason that enrage timers exist in raids. They encourage the group to try as hard as they can. The enrage timer can be balanced around moderate dps groups and then it shouldnt be a problem for groups with a mix of gear types. Or the enrage can be prevented by some special condition. Enrage mechanics dont always have to be tied to timers. The clockheart has a simple decent idea for alternative enrage.
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Interrupts and defiant was discussed in detail a while back. Cant remember if it was a separate thread or in the fractal CDI.
There are a lot of people who like the coordination that defiant forces players to use to setup interrupts. But if you are going to add some skills which absolutely must be interrupted then maybe it should be possible to interrupt those specific attacks through defiant.
Although personally id still like to encourage removing defiant stacks even for those special attacks. Maybe an interrupt through defiant could not fully interrupt the attack. Or it could cause a debuff on players as a penalty. Or you could have the opposite and reward players for interrupting it while there are no defiant stacks by giving them a temp buff.
Its not anything build changing. Its just the simple fact that you have power instead of toughness so your attacks will do slightly more direct damage while doing the same condition damage as before. But in a PvE environment for a solo you should be using dhuumfire so this will certainly impact those single lifeblasts a bit more than anything else.
Its actually very encouraging to see Chris understanding and agreeing with NoTriggers posts. Many of us have had our doubts about whether the devs are on the same page as us or atleast understand our side even as a minority. So thanks for the encouraging comments Chris and Crystal. I now believe good raid content can come out of this if those core values for difficult content are maintained.
We should probably move away from the gear discussion though as that always invites arguements. So lets move it back on topic.
Sinister + aristocracy runes > dire/rabid + any condi rune
other gear allows high survivability without player skill needed. thats actually imbalance and bad for an action skill based combat system.
This what you said is patently untrue. A truly unskilled player in this game will die regardless of build and gear. The only difference will be that on bunker build it will take somewhat longer. And on zerker sometimes mobs will die before that point.
Thats a problem with the content not the gear. Its something that should be discussed in this CDI. Many trash mobs are too easy and the mob groups dont have synergising attacks. The only exception to this is Arah trash mobs.
I don’t think raid mobs, even trash, should die before they can do anything significant. They shouldn’t take ages either, not to bore the players to death, but they should have a window of opportunity where they actually can show what they’re made of.
Which is exactly what i was saying. Arah mobs do this quite nicely. Mostly because of the risen illusionists op chaos storm. But also the risen hunters group stability and the mages knockback contribute. Arah packs have the potential to wipe experienced players especially when stacking. There is certainly risk with glass gear when you face these types of mob packs.
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Well when soloing condition damage is superior to berserker for necro. Simply because of the difference in self buffing. This statement is only untrue for very low armour mobs. Most bosses have enough armour to warrant using condition damage instead. But its kind of irrelevant as less than 0.01% of players will solo content on a necro.