Showing Posts For whizack.7239:

WvWvW Profession with a focus on Survivabilty

in WvW

Posted by: whizack.7239

whizack.7239

i’ll probably get flamed for this, but why not just use a defense focused warrior build? it’s what I play, and I have very high survivability. Short of being focus fired by 3+ people, I can usually stay alive indefinitely.

Kicked from party for different weapon set?

in Warrior

Posted by: whizack.7239

whizack.7239

I’d say if you weren’t a liability then those people have no right to tell you how to play. Don’t reward them by staying.

PVE Dungeon Support Warrior Build Help

in Warrior

Posted by: whizack.7239

whizack.7239

axe/shield + axe/mace is a pretty good combination of control, group dps via vuln stacking, and defense.

if you combine that with shouts like “On my mark!” and “For great justice!” you’ve got a good platform to expand on with traits.

Shouts or Banners?

in Warrior

Posted by: whizack.7239

whizack.7239

why not run both?

Better nerf dungeons now

in Fractals, Dungeons & Raids

Posted by: whizack.7239

whizack.7239

While I understand your sentiment about having a challenging dungeon to play, there are a few major problems in dungeons, not necessarily with the content, as they exist today:

Drops in explorable dungeons need to start at Masterwork, minimum. Spending an hour running a dungeon I had a dozen blues, and one masterwork item that I couldn’t use. This runs counter to just doing standard PvE content, where I can spend an hour and get usable masterwork items, money, and experience, which is more rewarding than doing a dungeon at this point in time. If the risk of the content is higher, you shouldn’t just get some garbage drops and a handful of money that can’t cover the time you wasted going there in the first place.

Repair costs are out of control. If you have a less than optimal group in a dungeon, you will corpse throw your way through, and that ends up costing more silver than you ever make running the whole thing to completion.

LFG is not advanced enough for creating groups that want to do specific content. You can’t set yourself LFG to run a dungeon, or to run story vs explorable, so it’s common that people will LFG, find a group, and discover after joining that people wanted to do story, or explorable, when you did not. Making this intent easier to expose to players is going to be key to getting proper balanced groups in dungeons.

Bads in PUG groups are REALLY bads. I personally hate the term “bads” because it’s been overused in recent mmo terminology to mean “anyone who doesn’t play how i want them to”, but I really do think that since this game focuses more on skill, that when a player is clearly bad at playing their profession, the whole group suffers immensely from it. The dungeons are not forgiving of players who are new, and I don’t think they should be, but there’s no accountability, or mechanism for enforcing accountability of the players in your group.

Just to be clear, I enjoy the content in the dungeons I’ve been in. It’s refreshing to see a dungeon that isn’t just a coin toss based on gear and a chest filled with epics at the end, but I do think that the rewards need to be bumped up for explorables, and the costs associated with failure need to be reduced to give players an incentive to run a dungeon over just hitting a standard PvE zone.