is situational dude . There are some bossos that you cannot do on melle, or is not efficient to stay on melle at them. As an example i give you the last boss. or cliffside fractal,
What? It’s one of the few fractal bosses you can actually melee.
Actually it’s Destroyers shaped into troll and harpy forms.
Use the key to stow away your weapon for that.
I don’t think caltrops need to be made even stronger in the healing department :p
Does it refill endurance for nearby allies too?
Diablo 2 you can equip 2 Unique rings (SoJ)
Indeed, in Diablo 2, Unique means the ring won’t drop if someone has it in the game but not that you cannot equip two. But in Diablo 3 it means you can only equip one and you can drop as many as you can farm.
The description isn’t wrong, it’s just somewhat ambiguous the way it’s written.
To go back to the subject, thieves and elems do not have to use a signet for that. If I am not mistaken the thief has a perma boost and the elem who chooses air as a speciality has one as well ( plus the elem has a boost with the staff and the thief with the bow (he can teleport)).
No class has such a passive effect, none. Elementalists that are in air get one IF they took the corresponding trait. Thiefs get a speed boost while under stealth is they took a trait too and the later isn’t that great since you cannot really stay stealthed that much without having to stop to recharge it.
Or maybe the players are tired of being gimped over “lore”.
It’s not fun facing an enemy only to find out your main dps is now destroyed due to “realism” in a game with magic and backpacks with over 120 slots.
But then the monsters become extremely mechanical and bland, they are just a number : how much HP they have and little else.
Specific resist and weaknesses add a lot of flavor and promotes balanced builds instead of specialized ones and adds variety of situations.
Seriously We need to be ABLE TO INSPECT PEOPLE TO SEE WHAT MOFO IS MAGIC FIND LEECHER AND Slows DOWN THe dungeon runs by 9000000%
Forget dps meters just add Inspect Nothing else i really wanna se how many of those a holes exist
But a good Power/Precision/MF player slows down a dungeon run less than most Power/Vitality/Toughness that have little damage no matter how hard they try.
I do not want to use greatsword… Nor do I want to waste 1 utility slot and elite slot to be 8% faster than only a few classes that have a passive 25% movement buff. What if we do not want to use signet of rage as elite, or use sword/greatsword combo just to keep up. I was mainly curious why all passive movements were boosted from 10% to 25% except warriors.
Wait, what? The other classes have to waste an utility slot to get that “passive” 25% speed bonus too.
Just blind the tentacles. Watch out though, when you kill them they become invulnerable but might still throw a last attack. Going invulnerable purges all conditions so this last attack will not miss.
You can bleed rocks but you cannot set fire to a trebuchet.
Btw, dragons are NOT immune to conditions.
I’d prefer if the way the armor sets looked on the character changed depending on class. For example, the armor on the thieves would still be trenchcoats, but the armor on rangers would look more like those Dante showed, and the engineers would have outfits that look more like jumpsuits or something, the sort of thing set up to absorb damage (you know those crazy Priory engineers, combining tech and magic to better the world…and their own survival).
But they change already somewhat depending on race. It’d probably cause too many variations and too much of a cost to remake every armor skin for each class.
Why is the Berzerker Backstab build bad in dungeons? This is the kind of reflection that causes every pug to graveyard zerg CoF path 2 or avoid SE path 1 entirely. The pure lack of DPS in groups because everyone is so bad it needs a P/T/V armor set just not to get downed every time is appalling and it makes some dungeon runs so slow you could fall asleep on the way.
GW2 needs a LOT more DPS check situations. Maybe then there will be less complaints that bosses are boring and have too much HP.
I agree GW1 had way more Variation in armor sets.
Before or after the expansion packs? No matter how you look at it, GW2 is a just released MMO and it cannot have as much variety of content than older MMOs. The amount of skins available is enough for now and will obviously get expanded over time.
I’d go for level 78 exotics over 80 rares. They’re somewhere between in price, but only a couple stat points below 80 exotics instead of a tier below.
That and the exotic <80 medium armor set is perfect for a thief. Add in the correct colors and you look like Scorpion which goes well with the corresponding skin :p
Backstab can be a lot of fun in PvE, and relatively safe, but not effective at all on a large scale. S/P can kill the same mobs at the same pace by standing in place and spamming blind/auto attack … only S/P can do it three mobs at a time. In open-world PvE AE damage reigns supreme.
Yeah but using sword autoattack all day while under the protection of black powder, well, it’s Boring. I mean, sword attacks feel slow and you you do is autoattack mostly and throwing a new black powder every 5-6s.
D/D backstab build in PvE requires more of you so you feel more active, more engaged. You got to take care of your life and the like and you feel rewarded because the mobs drop FAST.
If you think the ranger class is that bad, is nerfing the thief the solution or should you be asking for buffs instead?
Besides, Ranger got access to many survivability buffs like a passive stun protection trait (one CC every 90s), 20s of stability on an elite, 12s of stability with a trait, same trait allowing you a 6s of invulnerability skill on top of a 6s “all damage transfer to pet” shout.
Hey, you say none of that matters much agaisnt a zerg in WvWvW? Well maybe but WvW isn’t meant to be balanced much anyway. Nothing else than stealth works agaisnt zergs and it’s not a situation that warrants much balancing effort anyway.
engi first
Already done with the nerf of the Grenade Kit damage.
I think it means he just rage quitted out of doing any monthly achievement at all :o
It seems as if Daze duration is rounded up to 3s when you go above 2s. As a result, Rune of the Mesmer cannot improve your daze duration enough to make it go above 3s and see any effect I suppose.
Heck, I wonder if I could get the same effect with the 5% stun duration sigil instead of the 15% one XD But since they are all dirt cheap in the first place …
I’d rather them salvage into those tokens you use to buy rings to at least turn the crappy ones into some progression towards the desirable rings.
The jumping puzzle chests drop badges. Up to 20 in the EB if you are very lucky and 6 in the borderlands JP chests.
The last boss of TA summons phantasms that somehow have badges of honor as a rare drop in their loot table. Not sure if they are still there and you’d probably get mad before getting enough of those to buy anything :p
Did they add a way to acquire badges of honor aside from killing people?
Opening the jumping puzzle chests isn’t enough for you? Well if you want them without ever setting foot in the WvW maps, you can try farming Twilight Arbor story mode instead.
Your BTW part makes me believe you think you actually have to complete the jumping puzzle to make it count for the achievement. All the puzzles I tried counted as soon as I got close to their entrance.
There’s already Quaggan weapon skins and they are completely ugly. I fear to see what will the armor set be
D/D and killing everything with backstab seems to be rather efficient if I remember low level PvE correctly. C&D is a wonderful PvE tool since nearly every mob in the game will forget about you. There’s just some bats somewhere (Charr lands?) that see through stealth.
In my opinion if you die this way it’s YOUR fault. Dodge mechanic is for this kind of situations. And I don’t really think that something like “suddenly” in any of boss encounters.
I said there’s no tell warning about this attack. A lot of attacks in this game have a tell that is proportional in duration with the travel time between the mob and you. How could I dodge this when the damage happens instantly with no visual cue? At least I can avoid the first leap because I know it’s the very first thing they do.
And yet, it’s not punishing because you can just get healed on the spot by anybody anyway!
What’s wrong with that? Do it right and your ok. Do i wrong and try to survive… It looks fine for me.
Heavy shutdown tactics don’t need you to think during the fight : you just apply rotation and the mobs are dead before they can act. Mostly this is for trash in dungeons so it’s not that bad but not all classes can help in such fashion so it’s a source of unbalance. And full kitting fights are kind of uninteresting. And the chaotic mess isn’t fun at all to play and the level 0 of group play skill.
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For latency. EU servers are hosted in Germany and you get a lower ping to them that way.
In gw1 Heroes ascent+gvg were fine for eu/americans/asians players togheters..so i don’t think it could be server problem..
Was it that fine to begin with? And GW2 is more twitchy than GW1 so lower latency is more important.
For latency. EU servers are hosted in Germany and you get a lower ping to them that way.
But put too much emphasis on the “synergy between classes” and you end up with “lf class A, B, C and D for dungeon run, other classes do not bother to apply”
I don’t think ANet made those levels to be even beatable before the rest of the ascended gear is released.
Trinity mechanic is only interesting from healers perspective (and tanks in far smaller degree). Others just stand in one spot and hit all their skills as fast as they can… From their perspective it is far less interesting then Gw2 system because they can’t die.
I disagree about that statement. Try the hardest bosses in Tera to see. In a lot of those fights (some of those were actually soloed by a non healing class) the healer role is more to catch up mistakes the rest of the team does because they can actually avoid all damage if they are careful and the tank does it’s work. And there are a LOT of damage coming their way to avoid. The tank himself can carefully mitigate most damage to the point is self healing is enough to sustain the whole fight.
And since the poor healers in a good team would be bored, they are given in those fights the role of using the environment items required to win the fight in the first place. Since they cannot DPS and aren’t exactly needed to heal, very good teams can spare them running all other the place. Weaker teams will have a DPS do that and so reduce their efficiency.
You can notice something in that. There is a trinity in Tera, but in some fights, one of the components isn’t actually “required” so it’s more of a matter of having one tank and the rest DPS. I think GW2 really needs some nothing of tanking to shine in PvE. At the core of it, tanking role isn’t here to absorb all damage the boss does so that the DPS can stop thinking and DPS more. Tanking for me is a role that when carefully done makes the boss more predictable thus avoiding the chaotic mess that happens when aggro goes all wonky.
The fact that most trinity games work like that : tanker keeps aggro, healer heals tank, DPS stand around picking their noses while their macro does the work isn’t desirable for GW2. But the current system of : there’s that champion icebrood wolf. We attack him, I position myself in it’s back to avoid his AoE swiping melee attack while some guy in from is kiting him or plain mitigating and overhealing the damage. Then, suddenly I get aggro and he just decides to launchs his leap attack. Leap attack in melee range = KD + 2×7k damage instantly with no tells at all. Even if you tell me to build ultra defensive to survive that attack, the damage received would still be that much to cause lost time due to having to run away and heal all that damage and in many fights the situation wouldn’t happen either.
This is one of the main problems with GW2 PvE. Either you use tactics that completely shutdown the mobs or their damage or you go heavy kitting or it’s a chaotic mess of people resed all other the place. We need more fights like the better Tera boss fights with always visible tells, importance of placement of all players and of reading mob behavior and harsh timed kill speed to prevent boring full on defensive gearing for all players.
Then make easier hearts offer lower tier rewards. Simples.
Or make it so hearts do not reset daily but reset once you’ve done them all :p
I don’t want to ‘break’ the Thief class, but bring them more in line with the capability’s of other classes. They seem to have more than their share (compared to some who have practically zero) of disengage abilities, ro we want to make sure they are balanced in the scope of the game. The two examples above are the most unbalanced int he class I think.
It maybe has to do with the fact thieves got the worse HP pool in the game, only matched by elementalists and guardians which both have a much easier access to toughness type buffs, protection and spamable heals making them the two most common bunker classes.
Thief is the squishiest class in the game by far.
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DotA got a hero that is permanently invisible and it doesn’t seem he’s OP, why not here where stealth is limited to 3s max except a high CD one?
The sPvP universe is completely different. Items are different and stats themselves are different. In WvW it’s the same as in PvE though.
You’re right, the sword attack still works as it normally would. Good examples are hard to find in thief skills. Necromancers have some better examples of true damage skills that straight up cannot do anything without a target, even if you have an unstealthed enemy right in front of you.
There is one for thieves : Mug doesn’t do any damage without a target.
Did they fix the bug with confusion and elementalist (and probably other classes) ranged 1 skill on some weapons? If you used the 1 skill while not facing correctly the target, you’d get hit by confusion damage and the skill doesn’t fire at all. It allows you to receive confusion damage as fast as you can spam 1 and it’s probably the fastest way to suicide in the game by far.
Normal confusion damage should be exactly 1 packet of damage for 1 skill usage. So casting Tornado is one skill so it should apply the confusion damage only once. Or 10 times for 10 stacks obviously. But not 10 times each second while in Tornado form.
Something IS broken with confusion here.
Where are you seeing this? If you mouse-over the “Attack” stat in your hero screen (my bad for calling it “damage” earlier), you can see it’s weapon damage + power, not multiplied.
The attack displayed in the hero panel is a fantasy value with no basis on the reality of the game. Damage you do is weapon damage (which is a random number between the two values on your used weapon) multiplied by your power stat and the skill coefficient, and then divided by the target armor.
3. fix bug and give cd for illusion 1st attack (-0.25S nerf) and buff SS to 3 might.
4. put back SS to 1 might and give shatter CD (-0,25S nerf).
….
is it just me or it seems like every patch gives us permanent nerf!! maybe with some icing that feels like a fix in disguise..
The SS trait is still stronger than it was before those two patches. It was a 5s stack of might before and now it’s a 10s stack of might.
Ok then, let us just use portal to get around faster then.
Portal Entre: After you use this skill, you have swiftness until you use Portal Exeunt. ;p
The point is that Portal is arguably far too strong of a skill already, and giving the Mesmer faster move speed would make the former even stronger which isn’t desirable. Yes, even out of combat move speed boost.
They could do fun stuff with it though. Like, replace Portal with “Signet of Portal”. Passive effect : +25% move speed. Active effect : same as currently except it becomes “Signet of Portal Exeunt” with passive effect : -33% move speed
I’m not sure giving Mesmers good out of combat speed AND the Portal spell is a good idea.
Indeed. Ppl can fight vs nab P/D thief or pro P/D thief. Dodging CnD is pointless vs good ones beacuse they will fake it by dodging towards enemy losing no initiative.
You can also stow away your weapons to cancel a cast without burning a dodge.
And have each of those thieves drop tripwires and needle traps all around the area as well.
And have all those traps proc but apply no effect because they are bugged.
It’s the difference of using up two utility skills for it or taking a 20pt trait that boosts an already very powerful skill/mechanic. The mechanic itself isn’t OP but only needing a single 20pt trait and not giving up any skills would be it. Bountiful theft is still a very good trait to have just for the boon removal since it can make e.g. higher level fractals way easier.
But arcane Thievery steals 3 boons and removes 3 conditions at once while this one only removes 2 boons. And the signet that copies the boons to friends copy everything at once, including all the other boons you might be using currently.
If you want boon removal, use S/D before you consider this trait I’d say.
Also, the point remains that giving 1 stack of might to allies is useless. In a sense, you are punished when the trait choses might instead of another useful boon to copy.
Because Chrystin Cox, Monetization Producer, person in charge of the gem store, and former employee of Nexon, made it that way. When Nexon acquired 15% of NCSofts stock and became a majority share holder, they put Mrs. Cox in charge of the GW2 gem store to protect their investment.
Technically, she was employed by ANet long before Nexon bought NCSoft shares really.
Doesn’t Arcane Thievery steal all 25 stacks of might at once? Why would this trait work in such a weird way?