It always worked like that for AoE attacks.
There are 4 of them.
-Increase Magic Find by 20%
-Increase Gold Find by 20%
-Increase Karma gained by 15%
-Increased Experience gained by 20%Did you guys run out of ideas of something? Here I’ll help you out…
-Increased Movement Speed by 15%
-Increased all Weapon Range by 5%
-Increased Velocity of Projectiles by 10%
-Increased Endurance Regeneration by 20%
No. Just never do it.
10 items? Time to refine my 1000 Mithril Ore that are taking dust in my bank.
I don’t think you were supposed to get as much karma as it costs back when you buy one :o
It makes Venom Share + Leeching Venoms a lot more reliable. The radius still sucks but at least your party members won’t waste all charges even before they get in range of the boss.
It also makes Devourer Venom a lot more reliable for the same reasons. It makes C&D+Steal without Mug not losing the Basilisk Venom charge on the way.
All in all, you cannot disagree that it is a huge buff to venoms. Enough of a buff? Remains to be seen. But it IS a good start.
MF doesn’t effect a build or character in away that it will hurt the so called “team” Stop whining and get better lol
Ah, the denial phase :p
Everyone should use MF gear I guess. After all, if you can leech my party, why can’t I leech it too? Then I’ll start using that new fractals MF/Vitality/Toughness set cause I don’t want to die either. What? You are complaining? Man up, it’ll only be 4-5 minutes more in the run, nothing to worry about!
Now that’s the spirit! xD
Yes they did :
The charges are actually no longer reduced if you receive a ‘Miss’ notification or are just swinging your weapon out of range. They’re still removed if you’re blocked/evaded/obstructed (combat misses, essentially). They also used to remove if they were on a projectile that lasted too long, or on non-attack skills such as Caltrops or Smoke Bomb. All in all, venoms and other charge-based attack bonuses have been improved and made much more reliable.
-Karl
For example, Shortbow + Basilisk Venom with the trait for 2 charges on a target far away = often you’d get no effect at all.
They got buffed immensely in fact.
So, as I’ve read on the patch notes:
" Daily Fractals of the Mists bonus chests are awarded after defeating the kraken. The rewards are now based off of the minimum of the player’s reward level or current fractal scale."I am kinda confused here, it can create some problems for a group where players that probably are in really low level fractals lie about which stages they are and the group end up getting really bad loot. Is there a way to check at least what level everyone in the party reached?
Let me translate the dev speak in English :
- When you do a fractal, your best level is noted M
- The fractal level selected by the party leader is noted N
The chest reward you’ll get will be chosen from the loot tables of level M or N, whichever is the smallest number.
If you are level 30 player a level 30 difficulty fractal with a level 1 player, you’ll get level 30 reward and the level 1 player will get level 1 reward.
Hidden Killer gives 3s of 100% crit when you stealth, and the buff is removed when you exit stealth. But the buff isn’t refreshed when you stack more stealth so a Shadow Refuge (most common case) will lose the 100% chance effect even before the red ring on the ground disapears.
Hm…so you’re saying that basilisk venom could work like this?
Steal is on cool down; basilisk is not.
Target is 600 range away.
I cast basilisk then use 2 HS to catch up to my target and basilisk will hit?
Possible.
I don’t really understand, didn’t the venoms already take down one charge if they missed?
Please note that they didn’t say you’d lose one charge when you Miss. When you are Blocked, Evaded, Obstructed or hit someone Invulnerable => lose a charge. But they did not mention Miss.
Listen, it’s pretty simple and that’s what many players believe :
- if you are bad or freshly 80 and so badly geared : the reason you aren’t contributing as much as you could is mostly not your fault
- if you specifically geared up in MF instead of Berserk (a lot more DPS contributed) or Knight (safer for you so less risk for the party), you are voluntarily contributing less for your own benefit.
It’s exactly the same as some player removing his armor at the start of the dungeon because he doesn’t want to pay for repair costs.
If I had the choice, I’d rather take a bad player in bad gear than a good player in MF gear because the bad player is more honest with his party mates.
Hmm, I was dumbfounded about that. I think they mean that the charges are only lost in the situation described. Currently, you’d lose a charge if you used an attack on no target at all or if it Missed which means if it was out of range.
The fact leeching venom doesn’t work on gadgets anymore is sad though, here goes the best reason to use the trait :/
Fixed a bug that could cause rectangular skills to fail to hit the correct targets.
At last \o/
Source : https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-January-28-2013/first#post1307769
It’s noobish to run full berserker gear without getting any toughness AND accept only warriors.
But toughness is waste of stat point in current metagame.
except that instead of getting hit for 14K damage you get hit for 1K. You can tank bosses, you can pawn berserker warriors in WvW and PvP… If you have lots of healing power you can always heal more than what the boss hits you for and effectively can do constant damage instead of a quick burst of 17K and go down and die.
I wonder how you managed to get the 28000 toughness needed to reduce a 14K damage hit to 1K, assuming the 14K was done on a GC player with 2000 armor.
I’d rather have the bosses be all completely immune to CC than the current Defiance mechanics.
If your pug team is so streamlined that losing a few seconds(couldn’t POSSIBLY be more than 2 minutes) to decreased DPS, then kick anyone with a luck sigil…
Seriously, if you are failing runs because people have MF gear as opposed to non, it is a skill issue, not a MF issue. The only thing MF gear does is lower DPS a tad. That is hardly leeching.
Leeching a little is still leeching.
But removing MF won’t happen. That’s why I suggest to average the MF stat for all party members instead.
Vehemently defending? Im only stating it is ridiculous to be against mf. There is a crusade against mf in a game where challenge is near zero because “you sacrifice some stats”. Just let people use whatever they want. That is what I am vehemently defending.
The issue is that MF users are selfish to impose such change for their sole benefit. No matter how small the change is, it remains that they made a selfish decision against their party members in a game that should be cooperative.
Just average every player MF in a party ANet and everything will be fine.
He is increasing his drop rate by decreasing his performance.
Correction : He’s increasing his drop rate by decreasing his party performance.
Since y’all want to talk about stats now. Here’s my MF warrior:
Power 1902
Precision 2401
Toughness 1413
Vitality 1023
-
Attack 2926
Critical Chance 58%
Armor 2624
Health 19,442 w/ 2 regens
-
Magic Find (no luck stacks or food) 129%
You got like 500 precision too much that cannot come from traits since I’m counting them already. Did you find some +500 precision rune set somewhere? Or maybe a signet buff or some precision food?
Pretty sure that’s well above average even without the extra toughness I could get from Knight’s instead of Explorer’s.
@Navzar,
Explorer’s gear is not giving up 1003 useful points. That toughness will not save you from a graveling scavenger landing it’s leap – omnomnom combo. It will not save you from Kholer’s pull-whirl. It will not save you from Colossus’s or the Howling King’s screams (poor Ghost Eater has no scary attacks at all…my MF warrior just stands toe to toe with him). Surviving those attacks is 100% about player skill and experience.
p.s. I know that toughness doesn’t help because I also have a full tank warrior who put 30 points into toughness, 30 points into vitality, and is head to toe exotic power-toughness-vitality gear. If she gets omnom’d by scavenger when “Shake it off” is on cooldown, she dies just like everyone else.
@Hellkaiser. I didn’t “throw out the word juvenile”. I was using the term ‘juvenile feline’ to replace kitten which replaces naughty words on these forums. I do that I lot cuz it’s phunny.
And yes, skill is a valid argument. You would know this if you’d played AC enough to realize that there are mob attacks in those dungeons that stats simply aren’t enough to deal with, but player skill can regardless of toughness. So no, you don’t get to reject that argument out of hand unless you can first demonstrate that skill doesn’t matter since I’m pretty sure I’ve explained exactly how and where it matters more than anything else.
Let’s keep Knight gear out of the equation. Why don’t you compare your Explorer set to a Berserker Set with Ruby trinkets? Explorer has no survivability stats so obviously, if you can survive with it, there’s no point comparing that to Knight gear. But Berserk gear would be a plain upgrade to your group so why aren’t you using it ?
Hey, you forgot the critical damage stat :o
So do i get laurels when i kill enemies in WvWvW? It’s impossible do monthly because you need to do fractals or something so these laurels kind of suck.
You only need to do fractal level 1 and 2 and you got the monthly finished. It hardly takes a lot of effort.
Think about it :
- Power = improves the group DPS
- Vitality = improves the group survivability
- Healing power = improves the group survivability
- Magic Find = improves the user loots
See? It’s the only stat that only benefits the user itself. Which is why it’s selfish in dungeons :p
It’s much simpler to just change MF to :
- MF = improves the group loots
And there won’t be any more issue specific to MF itself. Of course, you’d need to average each player MF to make it work correctly.
Last time ANet nerfed a skill I was using, it got a “-50% damage” change
@Essence Snow:
The difference between me running my MF warrior in AC using MF gear and zerker is maybe 2-3 minutes off the run time. Average players are already overkill for AC’s difficulty and you don’t get linear returns as you push farther and farther into that overkill zone. If it was graphed stats versus run time, the graph would definitely start to flatten out long before we get to explorer’s/knight’s gear, let alone zerker.
Ok I’ll play your game then. I’ll also use my MF set. And I’ll encourage all the others to use that MF set too. Are we looking at 2-3 minutes times 5 players more run time? 10-15 minutes more?
If everyone is in MF gear, it’s fair.
Thief Basilisk Venom works through defiant and since a stun = loss of stacks, it’s also a mean to reset their frenzy to 0.
What if I want to wear Knight’s instead of zerker because I don’t want to die as much because I don’t want to spend money on repairs? Does that make me a leech, too?
What if I just wear rare gear rather than exotic because I’m going to get dungeon gear and there’s no point in buying exotic that I’ll just replace after a week? Leech?
What if I play a tank build instead of a DPS build because I enjoy going toe to toe with every mob I come across and don’t really care how fast I kill stuff? Am I leech because I’m putting my fun over your efficiency?
I can keep going. The whole argument that you must build for DPS and must wear Berzerker gear is even worse than the don’t-wear-MF-because-efficiency argument.
I mean, if you truly believe that every party member must build for maximum DPS, must be in head to toe exotic zerker gear, and must be skilled enough to not get flattened while playing a glass cannon, then I hope you have 4 friends who believe exactly the same as you do and who play as often as you do or you’re going to spend a lot of time frustrated because the groups you end up in don’t meet your exacting standards.
It’s all a matter of intentions and possibilities.
You say “Sorry guys I’m not using gear type A cause I don’t want to die so I use gear B”. Well, it’s maybe a bad reason because you’d die less with gear A or not. But in the end, even if it’s for your personal gain, it’s also for the benefit of your party. If you die, you waste everyone time more than if you stay alive.
You go to dungeon in rare gear because it’s the best you got? Fine, after all, dungeons ARE made to gear up. It’s an honest reason and maybe you don’t even have the money to buy that armor. Although I should mention here that dungeons don’t really give you trinkets so you should at least put some money in a necklace and accessories. Rings can wait since you get them in Fractals. Heck, necklace can wait since you’ll get them through dailies in the next patch.
You gear for tanking and not DPS? Hey, you are actually providing your party with a very valuable service! Maybe it’s not the optimal but you made that choice in good faith.
@stoff,
dont worry i wont gimp your party.
i dont pug and only play with people i know.luckely they all have the same mind set as me, we wanne have fun
Well then, I’m sure they’d be happy if the MF was averaged between all party members. After such a change, taking you with them to dungeons will be giving them even more benefits with absolutely no drop in contribution from you!
i love it that all i read is things about max loot, max damage, do it as fast as possible, and so on. what happend to having fun?
You have fun when playing with the right people, and i dont think it matters much what equipment they got.
Jee, its a game, just a game.personal opinion:
Only some kids worry about loot, adults mostly just wanne have a good time.
If your a adult and worry about loot and the time it takes to do something , you are realy just a kid to 8-)this post will probably get deleted for not contributing to the thread lol
I do have a full MF set. I used it to solo farm outside instances. For party play I use something that benefits the group more. This isn’t behaving like a kid or something. This is showing some respect for my group members. And I expect them to show some respect back too.
I know what it does. But we meant to have sturdy body, so it’s the easiest way to make us sturdy
Toughness = Armor. Giving Warriors Heavy armor is the same as giving more toughness but same armor.
I honestly don’t know who came up with the idea that using MF makes you a leech lol, certain players want to boost their items, others want to provide the most damage possible, others wear gear to increase criticals, others use…. etc. you see my point?
That’s because it does. If you go in with MF gear instead of Berserker, your group kills mobs slower. As a result, the other 4 players in your group gets less loot for the time spent while the MF in your gear gives you more loot instead.
By gearing up in MF instead of Berserker, you made a conscious choice that gives you more loot and gives all the other party members in your group less loot.
I must say the speed at which this group does the content is disgusting :o There’s a clear imbalance here that needs fixing.
So warriors have higher HP base by default, why can’t we have higher toughness too?
What do you think Heavy Armor does compared to Medium and Light?
Just average all the MF in all the player gear and food and give that as the final MF value for players in a dungeon party. Then MF can stay because when someone gears for it, the whole party benefits equally.
That’s why I’d rather be the one to open the dungeon than leave that to someone else.
Let’s see them kick me and get away with it!
The funniest with the “Unique” terminology is that it shows up on various bags and has absolutely no effect there.
The fact that “Unique” that matters shows up first on ascended items is a very very very late place to teach it’s meaning to players the hard way. It probably had no usability problems in the original Ascended rings design since you could only get them through pure stupidity RNG.
Another point showing that those pink items are badly though out and a rush job.
(edited by stof.9341)
Highest DPS? that would be warrior.
Highest Mobility, that would be warrior.
seriously what game are you playing? A warrior never hits me for the same amount of damage thieves can. NEVER. unless your talking about killshot which takes seconds to cast, you can see the warrior get on one knee to take the shot. Its pretty easy to avoid.
A warrior is known to have some of the least mobility in the game. They can be easily shutdown and hundred blades is a joke, you can see that coming from a mile away. Stealth you can’t see it coming because the target is invisible and with the fantastic culling bug he’ll get in a few hits before you even can target him.
A GS warrior downed me in one shot with Whirlwind once. He was rooted so he did that in place and I got hit like, 5 times by the skill. An Axe warrior adrenaline skill at level 3 does more damage than backstab too. An axe warrior 3rd skill in their autoattack chain also does more damage than backstab btw.
And you can Frenzy to halve the cast time of Killshot. The Frenzy drawback isn’t even much of an issue when you are at range like that. The skill takes 1.75s to cast by itself down to 0.875 with Frenzy then.
(edited by stof.9341)
Since you mentioned dungeons, I suppose you could try combo with shortbow projectile finishers through a Light field.
Yup, I suck. I don’t really remember that people still play sPvP and assumed you meant in WvW. And I’ve played my ranger a few times after the patch where they boosted the run speed signet from 10% to 25% (among other changes).
Assumed? As in, you didn’t even read the 3 lines of my post where I very clearly mentioned I was talking about sPvP? :’(
But Ranger is currently more like a balanced role in sPvP. It’s not required but it’s not exactly uncommon and considered a liability. More or less the same spot the Thief is currently even.
Having played a Ranger for the first 3 months (almost exclusively in WvW after reaching about 70), I have to respectfully disagree.
Then, having leveled a Thief and played it for the past 2 months, I’d have to laugh at you, correct myself, and then fail at respectfully disagreeing.
Thieves are power-houses and a force to be feared, but not without their counters. Necros and Guardians (oh god I hate guardians) in any form are difficult to impossible if played by anything above a chimp level. Bunker Elementalists, 2H Warriors, and to some extent Mesmers provide a challenge. And some form of Engineer gives me trouble, but not sure which yet.
So there ARE counters. But for Rangers and anyone not covered in the above, it’s pretty much not fun, and fairly uncounterable. Also, anyone who wanders around half health during a siege. Those people are going to have a bad time.
So, you almost never played sPvP which I was talking about, and on top of it your info on Ranger is outdated by 3 months? Relevant much?
http://wiki.guildwars2.com/wiki/Natural_Vigor
http://wiki.guildwars2.com/wiki/Adrenal_Implant
I have been confused ever since I found these two.
You want ANet to just delete all traits and skills and weapons and make all classes warriors maybe?
You have no argument to make me support MF, because it gives me nothing if you wear it.
So if I wear Cleric(healing, power, toughness) an only use self heal skills(no party wide heals) I’m more helpful than a magic find guy? How? I’m doing less damage than a guy with explorer due to lack of precision and the only thing I’m doing better is tanking. Yet no amount of toughness and vitality would make someone survive a 1 shot kill hit from a boss. Doing less damage means I’m slowing down my party even more than a magic find guy, yet people hate them more.
Removing magic find wont solve anything. People will then say: you have too much toughness and vitality. Get a berserker gear and learn to dodge because otherwise you’re slowing us down.
But the presence of toughness in your gear will tend to attract aggro away from other players and the extra healing in your gear will allow you to tank better too.
True Stof… surely the domination style gamemode favors them even more.
And almost demands for em to be in any team.
Yet i havent seen such an amount of bunker speccs shorty after release…
That’s because shortly after release, the meta wasn’t in place yet? A LOT of players come, just start messing around, try the bursty specs and like them, they get to kill a lot. A lot of players are new, don’t know how to react to such burst.
A lot of players were new, it’s normal for a new game to start at first with a predominance of the “team deathmatch” game style unless the game rules make that style grossly inefficient, and even so …
There wasn’t even a working sPvP mode in the first betas if I remember well. All there was available was the 8v8 hotjoin mode no? Bunkering is kind of harder when a team can have 2.66 players per node on average.
But Ranger is currently more like a balanced role in sPvP. It’s not required but it’s not exactly uncommon and considered a liability. More or less the same spot the Thief is currently even.
@ Daydream
The ONLY reason “ONLY” half the top teams are running thieves…
is the bunker problem/meta we’re in right now…
which was brought on us by… wait for it… thieves and mesmers OP burst
[ to some extend maybe even 100b ]
…
I dont even wanna know how many ppl arguing in thieves favor here are thieves themselves… or mesmers…
or run some of the sad bunker speccs who have no real problems with thieves anyway…It was once said this game has no holy trinity… and its true to some extend…
there are supposed to be no tanks or healers….
classes who can tank or heal a lil above average – sure.
but if you look at some ele or guardian speccs… you can argue all you want…
those guys are true tanks AND healers wrapped in one class.“People who argue thiefs are OP are literally demonstrating a lack of understanding of the game”
i think the fact that the thief class had to be nerfed SO MANY freaking times in a row… tells their whole story… and surely that anet thinks alike most players who were demanding nerfs since launch.
Calling this a factual l2p issue is embarassing because several nerfs [ how many was it… like 10 patches of thief nerfs or more ? ] proof you wrong.
Funny, I though the bunker meta was brought around because the game rules favor that build type a lot.
It would have been too obvious if it was written “Can only equip once” instead of the misleading “Unique” you can barely see.
Still with this “Top teams don’t run it” bullkitten, if stealth wouldn’t de-cap a point , all we would see is bunker stealth thieves, with a game mode based on capturing point all you can hope to find is people trying to hold that point.
That argument is rather funny. It’s kind of saying : “If Stealth was changed in a way that made it OP, then it’d be OP and everyone would use it!”
I saw that “glitch” once, the door opens when you kill all the mobs after the boss. Some of those mobs had disappeared on us but we found them on the upper levels somehow. It looked as if they teleported to someone that was running back from the warp right at the end of the boss which is how we found them in the first place.
Yes. If it was named Kellogg’s. It was called Nightmare, and wasn’t. That is mislabeling. Labeling isn’t the customer’s responsibility.
Why would you look just at the item name when buying something for the looks? You’ve got a preview feature, use it. If you don’t like the previewed look, don’t buy it. If you buy it anyway, try equipping it first before transmuting it then.
Except the PvP isn’t pure dueling. It’s control points. And thief isn’t that good in that mode. It’s a nice deathmatch bodycount class for sure which is what most hot joins degenerate to.
You do not nerf a class based on a degenerated situation, you balance it on the baseline situation which is sPvP and tPvP.