What do you guys think? Some of the Dragons will require opening up new areas, such as Kralkatorrikk in the Crystal Desert, or Jormag in the Northern Shiverpeaks, how big of an update content do you expect/want/hope these "expansions" will be? (well they won't REQUIRE them, but if they don't have new areas I will be immensely sad and disappointed)
Personally, I hope they are fairly large in size, perhaps (or especially) not as big as the release of the game itself, but I do hope they go beyond the current world map, we already see scavenger's causeway down at the south below Orr, so I'm pretty excited about that.
I'm hoping for newer dungeons, but I hope they only release a few/couple and really flesh them out as either Elite type (like elite missions in GW1), or so expansive that it's more like an instanced map than a dungeon (like Sorrow's Furnace).
Also, better/revamped "personal" stories, if you're going to have the main story instanced, make team based an option and make it somewhat challenging, and make it take the players on an actual journey like a good story would.
Expanded Meta events/Dynamic chains, give us the ability, so to speak, of losing something important, for example, maybe a central city in the Crystal Desert can be raided by mobs/champions of Kralkatorrik/Kralkatorrik himself, and force us out of the city, rendering the map hostile and its services gone, along with changes to neighboring maps too (refuges camping out in those maps, new events to protect said refuges, etc), and of course the event to take back the city. In other words, inject Dynamic Events with more Dynamic.
Last but not least, region influenced weapon and armor skins, if fashion/cosmetics is going to dictate end game, then they'll really have to expand it, lore based weapons and armor would not be a bad idea (legendary armor dingding), take the "scavenger hunt" concept that was proposed for precursors and apply it to new skins too, I think we'd all rather experience content rather than grind it to get our goodies . Plus I need more pretty skins to survive ;_;
TL;DR stuffs!
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lmaonade
Member Since 25 Dec 2011Offline Last Active Today, 03:06 AM
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Topics I've Started
How big do you think/want dragon "expansions" to be?
12 May 2013 - 11:24 PM
Pure DEEPS wise
10 May 2013 - 09:44 AM
purely DPS wise which setup is better? a Greatsword or a Sword/Focus/OHofChoice?
GS clearly does more damage per hit but Sword gets the benefit of Right Handed Strength, which can boost Crit chance to 85%+ with fury.
Any number crunchers and/or experienced people know the definitive answer?
Edit: specifically for single target/boss fights
GS clearly does more damage per hit but Sword gets the benefit of Right Handed Strength, which can boost Crit chance to 85%+ with fury.
Any number crunchers and/or experienced people know the definitive answer?
Edit: specifically for single target/boss fights
Internal cooldown with on crit food items
26 February 2013 - 09:57 PM
huge omnomberry pie/ghost nerf?
Min Maxing with Critical Damage
19 February 2013 - 02:45 AM
Since I couldn't find a neat table or compilation or explanation etc about what pieces of equipment are best to use/replace when min maxing critical damage I did the maths myself, hope someone else finds this even remotely useful also
Note: all numbers using level 80 exotics
Armor:
Head - 45 main stat, 32 secondary, 2% crit damage
Shoulder, Gloves, Boots - 32 main stat, 24 secondary, 2% crit damage
Chest - 101 main stat, 72 secondary, 5% crit damage
Legs - 67 main stat, 48 secondary, 3% crit damage
Accessories:
Exquisite Jewel - 25 main stat, 15 secondary, 3% crit damage
Ring - 67 main stat, 48 secondary, 3% crit damage
Earring - 56 main stat, 40 secondary, 3% crit damage
Amulet - 90 main stat, 64 secondary, 5% crit damage
Backpiece - 22 main stat, 16 secondary, 1% of crit damage
Weapon:
1 Hand - 90 main stat, 64 secondary, 5% crit damage
2 Hand - 179 main stat, 128 secondary, 9% crit damage
Critical Damage replaces a secondary stat, opportunity costs for 1% of crit damage:
Armor:
Head - 32/2 = 16 points of stat per 1% of crit damage
Shoulder, Gloves, Boots - 24/2 = 12 points of stat per 1% of crit damage
Chest - 72/5 = 14.4 points of stat per 1% of crit damage
Legs - 48/3 = 16 points of stat per 1% of crit damage
Accessories:
Exquisite Jewel - 15/3 = 5 points of stat per 1% of crit damage
Ring - 48/3 = 16 points of stat per 1% crit damage
Earring - 40/3 = 13.33 points of stat per 1% crit damage
Amulet - 64/5 = 12.8 points of stat per 1% crit damage
Backpiece - 16/1 = 16 points of stat per 1% crit damage
Weapon:
1 Hand - 64/5 = 12.8 points of stat per 1% of crit damage
2 Hand - 128/9 = 14.22 points of stat per 1% of crit damage
For Min Maxing stats, what you want to use to obtain crit damage in order of least stats given up for crit damage:
Exquisite Jewels > Shoulders, Gloves, Boots > Amulet = 1 Hand Weapon > Earring > 2 Hand Weapon > Chest > Head = Legs = Ring = Backpiece
Ascended Rings:
Total - 103 main stat, 68 secondary, 8% crit damage
Ascended Backpiece:
Total - 56 main stat, 35 secondary, 5% crit damage
Ascended Amulet:
Total - 126 main stat, 85 secondary, 9% crit damage
Opportunity Cost:
Ring - 68/8 = 8.5 points of stat per 1% crit damage
Backpiece - 35/5 = 7 points of stat per 1% crit damage
Amulet - 85/9 = 9.44 points of stat per 1% crit damage
Backpiece > Ring > Amulet
won't compare ascended to exotics, 1. higher tier of stats, 2. with exotics you have to option of taking a ruby jewel to maximize that part of the accessory and go with other stats for the actual equipment that has lower min max value
For people confused about the ordering, for the things on the greater than side critical damage is better to use, and gets less good to use as you go to the lesser than side
Note: all numbers using level 80 exotics
Armor:
Head - 45 main stat, 32 secondary, 2% crit damage
Shoulder, Gloves, Boots - 32 main stat, 24 secondary, 2% crit damage
Chest - 101 main stat, 72 secondary, 5% crit damage
Legs - 67 main stat, 48 secondary, 3% crit damage
Accessories:
Exquisite Jewel - 25 main stat, 15 secondary, 3% crit damage
Ring - 67 main stat, 48 secondary, 3% crit damage
Earring - 56 main stat, 40 secondary, 3% crit damage
Amulet - 90 main stat, 64 secondary, 5% crit damage
Backpiece - 22 main stat, 16 secondary, 1% of crit damage
Weapon:
1 Hand - 90 main stat, 64 secondary, 5% crit damage
2 Hand - 179 main stat, 128 secondary, 9% crit damage
Critical Damage replaces a secondary stat, opportunity costs for 1% of crit damage:
Armor:
Head - 32/2 = 16 points of stat per 1% of crit damage
Shoulder, Gloves, Boots - 24/2 = 12 points of stat per 1% of crit damage
Chest - 72/5 = 14.4 points of stat per 1% of crit damage
Legs - 48/3 = 16 points of stat per 1% of crit damage
Accessories:
Exquisite Jewel - 15/3 = 5 points of stat per 1% of crit damage
Ring - 48/3 = 16 points of stat per 1% crit damage
Earring - 40/3 = 13.33 points of stat per 1% crit damage
Amulet - 64/5 = 12.8 points of stat per 1% crit damage
Backpiece - 16/1 = 16 points of stat per 1% crit damage
Weapon:
1 Hand - 64/5 = 12.8 points of stat per 1% of crit damage
2 Hand - 128/9 = 14.22 points of stat per 1% of crit damage
For Min Maxing stats, what you want to use to obtain crit damage in order of least stats given up for crit damage:
Exquisite Jewels > Shoulders, Gloves, Boots > Amulet = 1 Hand Weapon > Earring > 2 Hand Weapon > Chest > Head = Legs = Ring = Backpiece
Ascended Rings:
Total - 103 main stat, 68 secondary, 8% crit damage
Ascended Backpiece:
Total - 56 main stat, 35 secondary, 5% crit damage
Ascended Amulet:
Total - 126 main stat, 85 secondary, 9% crit damage
Opportunity Cost:
Ring - 68/8 = 8.5 points of stat per 1% crit damage
Backpiece - 35/5 = 7 points of stat per 1% crit damage
Amulet - 85/9 = 9.44 points of stat per 1% crit damage
Backpiece > Ring > Amulet
won't compare ascended to exotics, 1. higher tier of stats, 2. with exotics you have to option of taking a ruby jewel to maximize that part of the accessory and go with other stats for the actual equipment that has lower min max value
For people confused about the ordering, for the things on the greater than side critical damage is better to use, and gets less good to use as you go to the lesser than side
Has anyone tried...
18 February 2013 - 08:55 AM
A defensive/support type virtues based guardian? Still can utilize the basic (and powerful) shout/consecration line up for utilities, but with a focus on virtues and obviously traits to go along with them
do you guys think 30 points in virtues trait can be worth investing in? Not just to be different/hipster of course, but as a viable build that may or may not bring a ton of utility and support to a team.
I'm thinking about trying a build like that out, if anyone has tried it before and/or can provide a benchmark for performance that would be great.
do you guys think 30 points in virtues trait can be worth investing in? Not just to be different/hipster of course, but as a viable build that may or may not bring a ton of utility and support to a team.
I'm thinking about trying a build like that out, if anyone has tried it before and/or can provide a benchmark for performance that would be great.
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