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#352 Oct 20 2012 at 7:21 AM Rating: Excellent
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Just catching up on this thread and want to say three things:

1. I sympathize with those who have severe altitis. I dumped my elementalist for a ranger again. I will never get to 80!

2. I would like a video of Maz doing the Carlton dance.

3. I can outrun a centaur.
#353 Oct 20 2012 at 9:01 AM Rating: Good
4. For Grape Justice!
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#354 Oct 20 2012 at 9:19 AM Rating: Good
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Elementalists are just too much work right now, so it's no surprise there. Smiley: lol
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#355 Oct 20 2012 at 10:07 AM Rating: Excellent
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idiggory, King of Bards wrote:
Elementalists are just too much work right now, so it's no surprise there. Smiley: lol


That was a large part of it, all right! I'm afraid I'm in a place in my life where I'm not casual, I'm dumb. When I game it's to zone out and get away for a while. The last thing I want to do is, you know, think. I even bought the Pandexpansion so I could do dungeons on a monk occasionally. One button healing FTW!

The ranger strikes me as one of those classes that has a high skill ceiling but a low skill floor. I'm sure if you put the time in it can be a complicated, challenging, and powerful class. But it can also be a class where you just kind of shoot some arrows and dodge once in a while, if that's all you want to do, and still not die.

Plus I missed my Skyrim archer. Smiley: smile
#356 Oct 20 2012 at 10:21 AM Rating: Good
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I'm pretty sure I remember a post or SOMETHING official where the design intention for the Ranger was to be the "simplest" class. I can't remember if it listed Elementalist or Mesmer as the most complicated, though. I think their intention was for it to be Mesmer, but in reality it's Elementalist because managing 3 clones doesn't come close to 4 elements (especially since 3x Phantasm builds wipe the floor with Illusion builds, so you literally never shatter).

This wasn't meant to be about endgame, or relative skill of players, or anything. I'm pretty sure the point of the article was directed at new players, and was only discussing leveling.

And man I've been really wanting to play more Skyrim lately, but I'm holding out. Smiley: lol I'm maybe 80% done with my replay of Dragon Age: Origins (maybe more like 60% if you count Awakening and the post-game DLC). I should at least finish that before I start on any non-MMO gaming.
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#357 Oct 20 2012 at 10:49 AM Rating: Good
Yeah playing Ranger is relaxing. Plus collecting pets is fun. I enjoy my ranger a lot. My poor ele died so much at level 15 that she just asked me politely to please stop playing her for a while. Smiley: frown
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#358 Oct 20 2012 at 10:52 AM Rating: Good
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I just wish ANet was more vocal on professions issues. They aren't the worst in customer service, and for a F2P game they're pretty amazing (particularly since the developers actually post in the forums). But the vast majority of their posts are limited to other forums (general and tradeskills in particular), not the professions ones.

I'd just really like to know if they are happy with the way Elementalists and Mesmer clones at working right now.

All I've seen is that Elementalist downed state and D/D are both going to be getting some love, but that it might not be for a while.
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#359 Oct 20 2012 at 9:22 PM Rating: Good
Oct 20th - Defeated Zhaitan (Arah Story Mode) on my necro!! Got some nice things...mostly trinkets, but I did get a rare spear that I actually will use.

Now I can spend all my time striving for world domination completion. Smiley: lol

Edited, Oct 21st 2012 12:15am by Dyadem

Edited, Oct 21st 2012 12:15am by Dyadem
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#360 Oct 20 2012 at 9:36 PM Rating: Good
15 is where I stopped on my elementalist too. I think that's a good point to stop at once you see that the class isn't getting any easier or more fun.

Also, i've been away from the game for like 4 or 5 days now and I can't wait to get home and be able to play again, lol.
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#361 Oct 20 2012 at 9:40 PM Rating: Good
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I'm actually really unhappy that Zhaitan is the first dragon you can encounter. I mean, they clearly designed the release version with him as the prime antagonist, but he's also the best antagonist of them all (well, of the 5 we know of).

I like when MMOs give you hope for the future plot lines. This is kinda like if Vanilla WoW was WotLK, and you could down Arthas one month in. Sure, Deathwing was cool... if you read the books. But the real villains in the WoW universe were the Burning Legion and the Scourge. It's not wise to tie up those loose ends too quickly.

[EDIT]

I got my Elementalist to 20, struggled through. I can assure you, 5 more levels doesn't help. Even unlocking a major trait. Too many of them only function in one element, and that's not something you want to be investing in until you can really iron out a play style and gear for it. Most endgame builds seem to be focusing on two elements and cycling through those specifically. But I'm also getting the feeling that it's a compound issue between stats not scaling well between them, on top of certain elements just being underpowered.

Edited, Oct 20th 2012 11:47pm by idiggory
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#362 Oct 21 2012 at 2:59 PM Rating: Good
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Halloween event announced!

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500 years ago, a tyrannical Krytan king was slain by his own people, those who had suffered greatly during his reign of lunacy. It is said that this king’s body was chopped into pieces, and his spirit was banished to the Underworld, but that he can return to the mortal realm for just one day a year: on Halloween.

Of course, that’s just an old folktale. Isn’t it?

It’s been 250 years since the last alleged sighting of Mad King Thorn’s spirit, and today, Halloween is safely celebrated by children (and merchants) all across Tyria.

But! Strange energies are rising under the autumn moon. Is there perhaps some truth to the old stories? Do you dare to find out what’s really going on?


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All kinds of tricks and treats are coming to the Gem Store this Halloween. Costumes that grant spooky skills, tonics that transform you into ghouls and ghosts, creepy crawly minis to follow you around. And don’t forget to pick up your free devil horns before they disappear!

The Black Lion Chest is getting a spooky upgrade for Halloween. Between October 23 and November 5 each Black Lion Chest you open has a chance to give you one of six exclusive Halloween-themed weapon skins!


Event is coming in 4 acts:
Act 1- October 22
Act 2- October 26
Act 3- October 28
Act 4- October 31

Link is still worth clicking for the art.

Sounds fun. : )
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#363 Oct 22 2012 at 6:58 AM Rating: Good
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teacake wrote:
2. I would like a video of Maz doing the Carlton dance.


I bet. Smiley: sly

idiggory, King of Bards wrote:
I'm pretty sure I remember a post or SOMETHING official where the design intention for the Ranger was to be the "simplest" class.


I, personally, found the Warrior to be more simple than the Ranger. The Ranger has to micromanage two pets while the Warrior just hits F1 once the Adrenaline meter reaches WINTASTIC! And Warrior AOE is so hilariously easy, most encounters are just a matter of plowing through throngs of slightly flabbergasted enemies while spamming that F-key to get phat lewt.

The Warrior also gets some ridiculous passives, like the passive health regen, which is just insane. I think I have a passive health regen, passive might (damage) and passive precision (crit). The downside is that using the actives on those buffs removes the passive until the cooldown is done, but since kiting as a Warrior is pretty easy in this game, it's no biggie.

idiggory, King of Bards wrote:
All I've seen is that Elementalist downed state and D/D are both going to be getting some love, but that it might not be for a while.


D/D? I heard rumors that Necromancers were getting an overhaul, or maybe that's just people wishing out loud. Right now Necromancers lack... well, damage. Most of their damage comes at the cost of weakening themselves, which is pretty silly considering the amount of damage other classes can toss out without making themselves vulnerable. Their weapon combos also need some love. Way too many debuffs and not enough damage. Take the staff, for instance. I think four of the staff's attacks are Marks, which must be placed on the ground and walked over by friends/foes to activate. And once they do activate, the effects are underwhelming as well.

The whole Death Shroud thing also needs some work. Right now people are just using it as a secondary health bar to prevent getting instagibbed in PvP. The problem with Death Shroud is that there's no reason to use it since it only has four abilities of which only two are damaging abilities: auto-attack and an AOE with a huge cooldown. The silly thing about the auto-attack is that it gets weaker the longer you stay in Death Shroud. I played around with a Necromancer for a bit and only really used Death Shroud when I was dying, or during big AOE fights where I could pop the AOE for a fast clear (every 40 seconds, /groan).

On top of that, you're forced to go dual daggers since everything else just does no damage at all. Of all the professions I've played, Necromancer was definitely the least interesting and most frustrating. Where my Warrior can equip a greastword or dual axes and just whirlwind through stuff while laughing and regenerating health at crazy rates, my Necromancer is dying every other pull because the stupid pet pulls aggro and dies instantly to any attack, taking any healing with it and leaving my Necromancer to do what a Thief and Warrior does better.

If you've played an Elementalist, the damage is comparable to dual daggers in water spec. Good times.

Edited, Oct 22nd 2012 3:00pm by Mazra
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#364 Oct 22 2012 at 9:09 AM Rating: Good
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D/D meaning dagger/dagger. There was a dev post saying that it and downed state would be getting some love for elementalist, but no timeline was given.

I haven't really played Necromancer much. I feel like I might like the playstyle, but the aesthetics of a necromancer really put me off. I'm definitely not a fan of all the zombie stuff in recent pop culture...

Warrior is definitely strong/easy, but I think the difference comes from the fact that Rangers won't have to dictate range as much, and won't have to dodge as much, because they can use their pet as a damage sponge. Start a fight at max range and they may finish it without ever needing to switch weapons.

Warriors are going to be moving between ranges as it works for them and dodging nonstop. It's more interactive play.

But in the end it's still probably just splitting hairs.
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#365 Oct 22 2012 at 9:36 AM Rating: Good
Class strength is not linear or predictable is what I am finding. Thief for example started off really squishy but by 30 I had so many tricks and escapes that I could survive almost any encounter.

Warrior starts off feeling godly. Every weapon just wrecks things. But now that I am 30+ much of that earlier bravado has worn off and I need to play smart and careful at times again or it's rock throwing time.
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#366 Oct 22 2012 at 9:48 AM Rating: Good
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So, now I'm in need of a dual spec option. Smiley: lol

On Guardian, I typically run a Sword/Shield & Scepter/Focus build. This build offers great mobility while fighting, as well as excellent defense and healing. I'll usually throw in Save Yourselves or Retreat instead of Stand Your Ground for traveling purposes, or if I don't expect to be needing the Stability boon.

Now, I've been farming Karma in Straits of Devastation, and what the above build really lacks is travel speed and consistent AoE damage. I know that Greatsword is the bee's knees as far as Guardian goes, so I put together a Greatsword and Staff build that operates very similarly, but swapping the 20 points in Radiance to Honor. This build gives a great amount of Swiftness, and massive amounts of heals and AoE damage. In short, it's excellent for farming. It's really fun, and pretty great in group play. Staff is awesome in general for support, and its autoattack is a 600-range conal AoE, which lets me tag just about everything.

I know I can buy the cheap manual for 10 silver to be able to respec on the fly, or I could drop 10 points in Honor for 10 points in Radiance to pick up the Signet recharge and just run the same build for both weapon setups. I just have this mental block when it comes to running a weapon setup that the trait build doesn't sync up with.

So yeah, dual spec!

Edited, Oct 22nd 2012 11:50am by Spoonless
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#367 Oct 22 2012 at 10:35 AM Rating: Good
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The greatsword change is really irritating me. I don't care about the nerf aspect--literally means nothing to me--but they really destroyed the weapon's synergy and fun factor with the change. Design philosophy for GW2 was that it would be active play--you wouldn't just be watching your character auto-attack. You'd have some situational abilities, some reactive ones, some you use more-or-less on CD, and your auto-attack chain (which for most professions is somewhat dynamic). Of course, this is a generalization--everything is situational/conditional--but I'm talking about the difference between a skill that applies burning and one that applies blind, or has a block, etc. Sure, there are times when you'll want to save that burning condition for later, but usually you'll apply it right away.

Now, with the greatsword, you don't have that. You spend 70% of your time auto-attacking. Your only on-CD damaging ability is only up every 10 seconds (it's also apparently a dps loss on single targets, and I'm personally ignoring that because I refuse to spend ALL my time doing nothing). You have a symbol that applies retaliation on a 20 second CD, so now you have to save it for when you know it'll get the most impact (used to be able to use it on CD, which was great--created a geographic aspect to the guardian playstyle).

Other than that you have a Leap with a 15 second CD that applies blind. It's not bad damage, but that's a long CD for a blind, and since the GS is an AoE weapon a single-target blind doesn't do much. This is really only for gap closing, combo finishing, or when you only need to blind one out of the group.

Last skill is an AoE pull. Which is more or less pointless outside of PVP. Slightly useful if your group scatters (rare enough in PVE), and it has a slight DoT component, but it's long CD means you save it. I only ever use it in events to set up my whirl.

To add insult to injury, the Greatsword's best trees both involve buffing symbols (one of which has all symbol-based minor traits). When the GS symbol was a 10 second CD you could use regularly, that was awesome synergy. Not overpowered either (at least, nothing about the synergy made it OP).

Was that symbol OP, because it applied Retaliation? Maybe. But they broke the weapon with their fix. What they should have done was change the boon of the symbol to something less powerful, like Vigor or Stability. Maybe Might. Or hell, just have made it a pure AoE symbol without a boon. Anything would have been better than doubling the CD...

Worst part is it didn't fix the problem of Guardians having perma-retal. They can still do it--the GS was never necessary.

/rant


Anyway, finding a build that works well for both shouldn't be too hard, since you're only stuck with the minor traits. Maybe you won't have the BEST traits for each playstyle, sure, but you're sure to have good ones. I'd say figure out where you need the better traits to be working and go from there.
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#368 Oct 22 2012 at 11:54 AM Rating: Good
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Does Leap finish a combo if you start in the field, if you land in it, or both?

Usually, I'll use Empower (channels 12 stacks of might), Virtue of Justice and Save Yourselves!, drop a Symbol of Swiftness for Light Field, swap to GS and Leap in, then set up Symbol of Wrath and Whirl. Typically, after blowing my cooldowns, I swap back to staff, create distance, and do it again (without SYS, since it's still ticking). Binding Blade is great in PvE. I either use it to pull scattered mobs in, or set it up and use the pull as an interrupt.

I don't think you're supposed to sit there and watch your GS autoattack; they seem to want you to utilize weapon swaps fairly frequently (as evidenced by sigils that provide bonuses upon swapping).
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#369 Oct 22 2012 at 1:40 PM Rating: Good
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I think it's when you leap from a combo field, but it may also work leaping into one. I'm not sure there.

Spoiler tag because this is long and only interesting to people who play Guardians.


As for weapon swapping, I really do understand that. The problem, though, is that the GS has become too specialized in AoE. It's far too useless far too often against a solo target--its only use is realistically to put up Retaliation and maybe blind. Useless? Maybe not. But definitely not something you'll be switching too frequently if fighting one mob.

Even worse, because you'll be using one weapon that's more-or-less ONLY for AoE situations, your other weapon set will need to be tailored to deal with single target fights and defensive play for you to be effective in general play. With you needing to focus your attention there, chances are you aren't going to end up with something super useful in an AoE fight, meaning there's a good chance GS auto-attack spam WILL be more effective than weapon switching.

Most GS Guardian builds are ending up with a weapon set for single-target/defensive play, and their GS for AoE. Before the nerf, synergy created from Symbol builds meant that you could access decent utility from the GS in single-target situation, so you didn't need to tailor your second set away from AoE.

Now, though, that's really rough. GS + Sword/Torch gives you two sets that deal well with AoE, and one set that deals well with ST, but it has very, very little defensive capability. It's definitely a glass cannon build. Only really deals well against projectiles, and that's completely due to Sword 3. It can rip apart single targets and groups well enough, yes. But that has more to do with the fact that you have two separate sets, not because you are switching. You can DEFINITELY burst down a group with this, but it's entirely a damage race (especially because Torch 5, while amazing, means you cannot dodge at all).

Mace/Shield used to be a great pairing for GS because of a symbol build. It gave the GS enough utlity to be useful against a single target, and gave the Mace enough to be worth switching to against multiple opponents. You can still use a symbol build, but it's not as effective. Mace is still easily the best pairing for a GS, though. Even then, you're ultimate survivability by auto-attacking in GS is often better than switching to your M/S set. Mace/Shield is amazing for defensive play against single targets, but groups tear your down too fast for it to be useful in AoE. Better to dispatch your enemies fast. Not worthless, but not amazing (your #3 skill is a good AoE, but only blocks one attack. Your symbol gives Regen, but only one stack doesn't mean much in AoE. Shield 4 is the only really good AoE defensive skill, and that's because it gives protection). Worst of all, the Mace is less optimal for solo ST play, because it has the most group utility of our one-handed weapons. You won't take down a single mob anywhere close to as fast as a sword.

Final option is also good pairing for AoE, the Scepter/Focus/Shield, but it's FAR weaker in single target combat, so I'm not considering it a real pairing for normal play. If you have a group, it's a decent choice though--you get some utility, good AoE, and decent ST if you can keep the target stationary.

Really, the problem is lost synergy. Because the GS is almost ALWAYS a bad choice in Single Target combat. That only changes if you absolutely need the blind from GS3. And that means you need to be quick enough to switch and leap--that's a pretty big delay from when a combat animation would begin.

Not a bad weapon, but not a good one for weapon swapping. And boring to play, even if it's fairly effective at what it does.

Compare it to the Hammer, which still has a lot of synergy with other weapons. There's plenty of reason to use a Hammer in both AoE and ST situations, and it's AoE is only slightly lower than with the GS. Tradeoff is that you attack slower, but it's amazing with a symbol build, and it gives you a lot of control in both AoE and ST.

I generally use the GS instead of the Hammer, just because I like it more aesthetically. I'm well aware that it's inferior in just about every way though. Only thing it does better than the Hammer is apply burning to a group, but Torch does that better, and I don't even use a burning build so it's kinda a moot point.


Edited, Oct 22nd 2012 3:43pm by idiggory
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#370 Oct 22 2012 at 2:52 PM Rating: Good
Mazra wrote:


D/D? I heard rumors that Necromancers were getting an overhaul, or maybe that's just people wishing out loud. Right now Necromancers lack... well, damage. Most of their damage comes at the cost of weakening themselves, which is pretty silly considering the amount of damage other classes can toss out without making themselves vulnerable.


Yes, I've seen other classes with just (to me) godly burst damage, both in pve and wvw. The only damage I can do is from bleeds, which has been discussed on the forums for a stacking issue, leaving some people out.
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Way too many debuffs and not enough damage. Take the staff, for instance. I think four of the staff's attacks are Marks, which must be placed on the ground and walked over by friends/foes to activate. And once they do activate, the effects are underwhelming as well.


The staff is actually a great weapon for AOE fights, 4 marks and the the auto attack is our max range (1200) weapon. Placing them is the issue in pve, in wvw most people easily avoid them.

Quote:
The whole Death Shroud thing also needs some work. Right now people are just using it as a secondary health bar to prevent getting instagibbed in PvP. The problem with Death Shroud is that there's no reason to use it since it only has four abilities of which only two are damaging abilities: auto-attack and an AOE with a huge cooldown. The silly thing about the auto-attack is that it gets weaker the longer you stay in Death Shroud. I played around with a Necromancer for a bit and only really used Death Shroud when I was dying, or during big AOE fights where I could pop the AOE for a fast clear (every 40 seconds, /groan).


DS is nice for tanking. The aoe is probably our best damage skill, and yes it has a longer cool down, but it and all the DS skills can be shortened in the curses line I think. For me the primary use of DS is with the use of traits to have it remove conditions..and the secondary hp bar.

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On top of that, you're forced to go dual daggers since everything else just does no damage at all. Of all the professions I've played, Necromancer was definitely the least interesting and most frustrating. Where my Warrior can equip a greastword or dual axes and just whirlwind through stuff while laughing and regenerating health at crazy rates, my Necromancer is dying every other pull because the stupid pet pulls aggro and dies instantly to any attack, taking any healing with it and leaving my Necromancer to do what a Thief and Warrior does better.


D/D is our best damage output, but its a very short (melee) range. It's just not viable in large scale wvw events, or in swarms in pve events because you spend more time chasing whatever to hit it. I prefer to use a Scepter/Horn for my swap, the Scepter attacks have a 900 range and do ok damage, you get one aoe/mark and nice skill for increasing your DS bar. The horn has a stun and damageshield/runspeed skills. Purely for zerging.

I have an odd set up of my traits, I'll have to post a link to them later... but just my thoughts. It definitely is frustrating at times...but I feel almost roguish with some of the tricks that us necros can pull of.





Edited, Oct 22nd 2012 3:53pm by Dyadem
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#371 Oct 23 2012 at 7:44 AM Rating: Excellent
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So I just found out that Dulfy has been making GW2 entries on her site. For anyone who played TOR, you probably visited her site at least a couple times. Her guides were very well done, especially for events. She has a GW2 guide up for the Mad King scavenger hunt, here. While she doesn't seem to be doing anything on TOR anymore, the GW2 stuff is pretty up-to-date, and her site is worth a bookmark.
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#372 Oct 23 2012 at 10:17 AM Rating: Good
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Dyadem, pet mage of Jabober wrote:
It definitely is frustrating at times...but I feel almost roguish with some of the tricks that us necros can pull of.


My opinion of the profession is that the developers put too much emphasis on group play into it. Necromancers rely on debuffing themselves and transferring those debuffs to others. A million things can go wrong between the debuffs are applied and transferred and if you don't have a pocket healer, you're screwed as you not only have your own debuffs on you, but also your enemy's.

And yeah, I personally enjoy the dual dagger style, but I wish I had more AOE without having to rely on "place on ground" debuffs. I think it boils down to one of my major issues in this game: weapon swapping. I'm not used to swapping weapons in combat and this game relies heavily on it. Each weapon combo gives you five abilities, which isn't a lot compared to a game like SWTOR where you easily have 20+ abilities that all serve a purpose in a fight. However, by swapping weapons, you actually gain access to 10 abilities.

It's a playstyle that I'm not too fond of. I'm slightly obsessed with finding the "perfect" combo and just using it non-stop. It works with the Elementalist because even though you are stuck with just one weapon combo, you still have four different specializations to swap between. For other professions in the game, it makes combat very monotonous when you have the same five abilities that you use all the time.

I think I'll give the Necromancer another go and practice swapping weapons some more.

Edit: I swear to god, someone keeps moving around letters in my posts when I'm not looking. Smiley: glare

Edited, Oct 24th 2012 5:50pm by Mazra
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#373 Oct 23 2012 at 10:25 AM Rating: Good
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I can understand that. It's the difference between setup time and ramp-up time. Condition builds really require you to get them onto the target ASAP.

I'm also seeing Necros mad about the fact that they can't inflict burning, since burning is the highest damage condition. They get the more debilitating ones (like poison), but they end up lacking in the damage department. And while that makes sense for pvp balance, it's still tough to swallow when you are getting destroyed 1v1.

If there's a serious delay in the time it takes for them to actually get their conditions out there, that has to exacerbate the issue.

Of course, it's not all bad. Their ability to spread conditions through groups is higher than for any other profession, which makes for AMAZING support in group scenarios.

Last problem--there's a condition cap. I'm appalled that this made it into the game--BC/Vanilla WoW were plenty of reason for why no MMO should include this, ever. You can't build condition-based professions if you also code in blocks for them to be effective in group environments. And you DEFINITELY shouldn't create a group-oriented condition profession...
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#374 Oct 23 2012 at 10:26 AM Rating: Good
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I think it'd be nice if we had ways to upgrade our various abilities to either boost their current functions or even outright change their behaviors. Of course, you'd still be able to use prior step(s) as situations demand, but it'd help curb that feeling of stagnation where you can learn all your **** by level 5 and not really feel like you learn anything new even with SPs/leveling due to those almost always having stupid long recast timers.
#375 Oct 23 2012 at 10:47 AM Rating: Good
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I think that's too dumbed-down a look at the utility abilities, tbh. Some of them are meant to be used more frequently than many weapon abilities.

The problem, really, is that "utility skills" can easily be a misnomer. For many professions/weapons, your weapons provide the utility and you supplement that with the utility slots, not the other way around.

Smite Condition, for instance, is a utility skill with a 20 second CD. It removes a condition from the Guardian and does very good AoE damage. When traited, one "charge" gets you two or three casts before you need to stop to recharge it. Yeah, you'll generally want to save it for conditions, but because it does such nice damage you might not.

Then they can summon a spirit sword whose only purpose is to damage enemies.

Judge's Intervention teleports you to a foe, damages them, and sets nearby enemies on fire. That's more offensive than many of our weapon skills (though it does have a 45 second CD).

And when you look at our weapons, most of them are a combination of damage and utility. And take Line of Warding, a staff skill. It has a 40 second CD, and it's only effect is to create an impassable barrier. That's nothing but utility.

Guardian actually isn't the best example, but still.

Maybe think about a minion-build Necromancer. ALL of their central skills are utility (/healing/hero).

So it's really profession dependent. That said, you can get all of your skills by 40 through normal play, barring the hero skills. So it's still something of an issue, imo.
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#376 Oct 23 2012 at 1:20 PM Rating: Good
The other thing that makes the skill system more dynamic than it first appears is the fact that combo's and effect fields can totally change your abilities.

For example on my thief if using D/P : Black Power Shot + Heartseeker puts you into stealth. Then spin around them for a backstab. Great combo, and my guy even says so when I do it sometimes, which I find amusing.

Thief has a bunch of abilities that completely change like this depending on how they are comboed. 1 pistol shot in stealth? Becomes Rapid Fire. Short Bow Lay poison field + Cluster Bomb = Area Weakness. Thieves Shelter + Anything = Drain Life bolts (Really fun with Daggerstorm)

On my War I shoot F1 burn field on Bow then 3 bomb = Area might then weapon Swap to Dual Axe and hit 5 for Whirlwind and it becomes Spinning flaming Cinder bolts in every direction. So cool.

Personally I hate ability bloat. I think the system for GW2 is pretty eloquent. Some weapons and characters are complex to use, some are simple. But you have options. Plus I find just naturally discovering cool combo's while leveling to be really fun.
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#377 Oct 23 2012 at 2:39 PM Rating: Good
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idiggory, King of Bards wrote:
Smite Condition, for instance, is a utility skill with a 20 second CD. It removes a condition from the Guardian and does very good AoE damage. When traited, one "charge" gets you two or three casts before you need to stop to recharge it. Yeah, you'll generally want to save it for conditions, but because it does such nice damage you might not.
What trait is this, and how have I missed it?
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#378 Oct 23 2012 at 3:28 PM Rating: Good
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Oh sorry, temporary insanity. I was confusing it with the Mesmer trait that gives mantras multiple casts. Guardians can make meditations instant and recharge 20% faster.
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#379 Oct 23 2012 at 3:30 PM Rating: Good
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Well, I've invested mainly in Warrior for the moment, and aside from the Bow attack, they're pretty **** lacking in field effects to self-combo. And of the weapons they have access to, the only ones I've found useful are Great Sword, Axe, Rifle, and Hammer. The last is more for dungeoning and timing knockdowns. Banners, I'd argue, are useless in PvE. I've never felt compelled to trigger a signet effect aside from the one for increased movement speed when traveling. And while I think something like the kick/stomp would be nice for dungeoning, I remember it has a 45s CD and most of the time I just forget it's there for that very reason. There just simply are skills are too niche/inferior to other options right now.

Meanwhile, I can think of some GS wielding mobs who do their little spinny charge and leave exploding ice behind. Getting access to stuff like that is what I'm interested in since it can help tailor lesser effective skills within a given weapon into ones you'd want to use. It could also further diversify combo options and lead to more varied strategies.
#380 Oct 23 2012 at 3:38 PM Rating: Good
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There's a Warrior Signet that upon use refills your Adrenaline meter. Very useful for burst.
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#381 Oct 23 2012 at 3:38 PM Rating: Good
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I love Axe/Sword on my Warrior. Though Main hand sword is definitely more of a PVE weapon. The Bow is awesome for group content, because you can self-chain for Area Might.

Warriors are one of the examples of a profession for whom utility skills are really utility, though. But if you compare that to, say, Engineer? Your weapon is well and good, but the real profession is found in the utility skills.

So it really depends. For some professions, utility skills end up as compliments to the weapons. For others, they're the real flavor of the profession.
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#382 Oct 23 2012 at 6:48 PM Rating: Good
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idiggory, King of Bards wrote:
Warriors are one of the examples of a profession for whom utility skills are really utility, though. But if you compare that to, say, Engineer? Your weapon is well and good, but the real profession is found in the utility skills.
This is balanced by Engineer only having one weapon set.

I'm not saying this invalidates it as an example, but it's a bit of an extreme case and is balanced accordingly.

Edited, Oct 23rd 2012 8:52pm by Spoonless
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#383 Oct 23 2012 at 6:58 PM Rating: Good
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What's balanced?

All I'm talking about is how much of the feel of a profession comes from their weapon skills vs. utility skills.

Once you unlock all your Warrior's weapon skills, you sorta feel like the profession is complete (for lack of better word). It's not that the remaining skills are uninteresting, just not as exciting as the weapon skills.

With something like engineer, you unlock the skills for your 3 or 4 different weapons and you don't really get the feel for the class at all. Unlocking your utility skills changes everything. A warrior doesn't change radically between levels 5 and 30. An engineer definitely does.

I'm not referring to balance or anything, mostly just aesthetics.
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#384 Oct 25 2012 at 6:41 AM Rating: Good
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Poor Necromancers.

Blood Magic is apparently bugged to a degree where your life siphons are also healing the enemies. Smiley: lol

Edited, Oct 25th 2012 2:44pm by Mazra
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#385 Oct 25 2012 at 8:36 AM Rating: Good
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Fortunately, it seems to be an issue with level scaling. If you're in a level appropriate area, it won't heal your enemy (though that doesn't mean it's functioning properly there too).
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#386 Oct 25 2012 at 8:58 AM Rating: Good
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Yeah. Since the life siphon is so **** low (another of the Necromancer complaints), it's not exactly game-breaking, but it doesn't help with the already low damage output we have. I'm just amazed that no one picked up on that bug earlier. Smiley: oyvey

Edited, Oct 25th 2012 4:59pm by Mazra
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#387 Oct 25 2012 at 9:16 AM Rating: Good
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Could always be a new bug, too.
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#388 Oct 25 2012 at 9:19 AM Rating: Good
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It was reported before the Halloween patch, so it would be a month old at least, right?
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#389 Oct 25 2012 at 9:23 AM Rating: Good
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At one point, wasn't the Necro bug list at over 100 entries?
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#390 Oct 25 2012 at 9:37 AM Rating: Good
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There are minor patches every week, possibly multiple times per week. Any of those could have broken things, even if they weren't balance.
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#391 Oct 26 2012 at 4:33 PM Rating: Good
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The Mad King's Clock Tower is frickin' EVIL.
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#392 Oct 26 2012 at 9:41 PM Rating: Good
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I'm 6'2", large build (the kind that makes people think I used to play football, very wide) and I once rode in the back seat of a VW bug. Never thought I'd find that kind of experience again until I tried to take a Norn into a jumping puzzle.
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#393 Oct 26 2012 at 9:51 PM Rating: Good
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Norn have it easy. The shorter races can't even see themselves because of the Charr and Norn players, which makes maneuvering super hard.
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#394 Oct 27 2012 at 7:52 AM Rating: Good
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GW2 is pretty unforgiving when it comes to learning about all the stuff you can do in the game.

I created a new Norn (because why not, right?) and ran into a dude with a creepy voice and a mask on. Talked to him and got transported to some village haunted by ghost players. I had no idea what the **** I was doing or where I was, not to mention how to get back again. Good times.

Also managed to get to the PvP area (something something Mists) and was taught the basics of PvP before being guided into a larger area full of people running around and chatting with each other. Never actually got to the PvP part of the thing as I decided that two hours at level 1 wasn't the time:level ratio I wanted.

Last week I found out that you can level pretty much by just doing the race specific area - and yet, not entirely. My level 17 was running around in some area she definitely shouldn't have been in at that level, so she went to the Norn area and got a couple of levels just doing the starting stuff there before going back and finding a new area where stuff was level 18. She had to go back to Norn land at level 19 to get the last couple of thousand XP to level 20. Got those last thousand XP running to the Norn area.

That's when I decided to reroll my Necromancer as a Norn instead, because I missed my Carlton dance. True story even. Smiley: facepalm

In short: There is so much stuff in this game! Almost too much stuff.

Edited, Oct 27th 2012 3:53pm by Mazra
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#395 Oct 28 2012 at 2:36 PM Rating: Good
Mad King escape and break the server?
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#396 Oct 28 2012 at 2:44 PM Rating: Good
Master Shojindo wrote:
Mad King escape and break the server?


According to theorists on reddit, its a FOV bug, or the achievement...or maybe a hurricane....
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#397 Oct 28 2012 at 2:55 PM Rating: Good
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All the dev post said was that they were aware of the login issues and the issues with entering the Mad King's Dungeon.

Possible the two are related? Maybe the load of so many people trying to access Lion's Arch and that one dungeon is too much for them to handle?

I mean, in theory their dungeon servers aren't designed to accommodate every player in the game trying to access only two areas.
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#398 Oct 28 2012 at 3:20 PM Rating: Good
I read it auto level's you to 80 also, so lets grab alts! Smiley: lol

Screenshot

Edited, Oct 28th 2012 4:27pm by Drulian
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#399 Oct 28 2012 at 3:42 PM Rating: Decent
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I tried to zone in about 5 minutes before the event and it took every bit of that 5 minutes to get in. I wouldn't be surprised if everyone being in Lions and the dungeon was bringing down the servers.
#400 Oct 28 2012 at 4:04 PM Rating: Good
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5 of us did it earlier.

You scale up to 80, yeah. The fight itself isn't that hard. There's a LOT of ground AOE that needs to be avoided. But barring that, he doesn't have TOO much health.

Only really important thing is to keep away from the edges, because he CAN CC you off. The fight also has three "phases" where he'll move down to a new level and it's a short jumping puzzle to get there. These two factors are really all that killed our group.

Never even really payed attention to our group make-up. At least two Guardians. I was specced full support, so just alternated between Mace/Shield and Staff.

Definitely not a hard fight at all, but it's easy to get yourself killed.

[EDIT]

2 more things.

1. There's an Ascent to Madness guide on Dulfy.

2. Ascent to Madness is only available until the beginning of Act IV, so get on it. Act IV is Halloween, so you only have a few days. AtM grants a 10 slot bag, and the chest has a chance for rare skins, so it's worth going for it.

Edited, Oct 28th 2012 6:26pm by idiggory
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#401 Oct 28 2012 at 9:05 PM Rating: Good
Screenshot

Oh yeah!

I think Spoon got it right before me Smiley: grin

That's the top of the Mad King's Clock Tower

Edited, Oct 28th 2012 10:06pm by Drulian
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