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M1k3l

Member Since 22 Feb 2012
Offline Last Active Apr 24 2013 03:22 AM

#2106360 [Build] The Invincible Berserker - it's back.

Posted Brand on 03 December 2012 - 11:17 PM

Ok so, this build was brought up on my thread, and I'd like to point out inconsistencies and issues with it. Take note that this is not bashing or flaming, I am just pointing out things that do not add up or are not efficient. I am merely doing this to bring light to this post, rather than due to any personal gripe or arrogant attitude.

I'm just going to start at the head of the post and work my way down...

At the top it says x25 might stacks, this makes a reader assume that you can not only get those stacks, but keep them as well. Fact of the matter is, the only time you would ever get 25 might stacks with this build without major group support, is if you had out the Greatsword. Even if you do have out the Greatsword, getting 25 stacks is highly improbable. You don't use Signet of Rage for the 5 free stacks, you barely have any boon duration so "For Great Justice!" is only giving you three stacks. You get 4 stacks of Might from your Elite on a ridiculous cooldown, the 3 from "For Great Justice!", and 5 second stacks from Forceful Greatsword every time you crit. If you think that even matters, think again, as a post by Lilitu explains:

View PostLilitu, on 17 October 2012 - 06:40 PM, said:

Even at 80% crit, he'd need to strike over 31 times in 5 seconds to maintain 25 stacks. Considering the gsword hits 6 times in 5 seconds on autoattack this seems highly unlikely. In fact at 6 strikes every 5 seconds you're more likely to alternate between 4-5 stacks.  But hey we've ignored maths and facts for 5 pages, let's not stop now! And yes vuln would stack at 1/3 that speed. More targets mean more procs however, and whirlwind + 100b gain stacks fast. But to describe it as though it has 100% uptime on 25 stacks is almost like using somebody else's screenshot to display the damage you do... a little misleading.
Strike through the irrelevant bit.

That is accurate, self explaining math that anyone should be able to follow. Add up the sources (4+3+5 = 12), and you get 12 stacks of Might (During Battle Standard, and if you are constantly attacking with the Greatsword only) and that's if you have 80% Crit, which this build does not. If you add up all his gear choices (Assuming Ruby Jewels in armor), you get 74% crit with a constant Fury buff. That said, I don't see any way that this build would achieve constant Fury either. You get it for the duration of Battle Standard, and you get 8 seconds from "For Great Justice!", testing shows that the Fury gained here ends after 112 seconds, making Fury up only 8 seconds every 25 for the last 80 seconds. This ends up being ~26 seconds of Fury if I am not mistaken, adding that to the 112 and then dividing by 192 (Banner CD) gives us a Fury up time of ~72%, far from constant. You could supplement this number slightly by using the Greatsword burst skill (Generally accepted as an awful idea, and in any GS build you should be taking Berserker's Power and/or Heightened Focus) but that would take away from your Might stacking as it is a slow hitting skill.

Next is the the screenshot which, as commented on in Lilitu's post, is a "little misleading". The screenshot does not belong to him, as far as I can tell he did not ask for permission, he did not credit the owner, and most importantly I believe it portrays a build that is not this one. If I am seeing this right, it reflects another member's build, which is more damage oriented.

Lastly in the header, a point in your favor, the shield should also be accounted for in your "Traitable Weapons".

Next is the "This build offers" section, in which he states that the build is capable of great damage, great survivability, great control, great mobility, very good condition removal, and the ability to use 6 weapons to their full effectiveness.

The build does not provide "great damage" it provides good damage at best. With 30 points in Defense and less than 15 average might stacks, you definitely aren't doing anything "great" in this regard.

Great suvivability is something you don't have either. With the amount of points you sacrifice to damage in leu of defensive stats, you're only ending up in the "good" section here, too.

Great control and mobility are both relative to the current build you are using (As well as damage, matter of fact..) and you can't really say that your entire build has all these things seeing as it's three seperate builds meshed together using one trait set and 8 weapons. I also wouldn't call your control "great", however the mobility is pretty high due to Signet of Stamina (Which you for some reason remove from the mobility build).

Very good condition removal is yet another overstatement. You have Mending to remove two, and Signet of Stamina (In 2/3 builds) which removes all of your conditions. Problem is, you would only ever use that Signet if you had many conditions since it is on a 36 second cooldown (Traited). Not to mention, in most scenarios you would never gain more than two perhaps three conditions to remove.

Lastly in this section, we have the "ability to use 6 weapons to their full effectiveness." Now I think it should be common sense here that you are not using these weapons (Any of them) to their full effectiveness. You are putting so many traits in all these different ares that nothing is really effective any more. It's simply a very versatile build, but you aren't supposed to be this versatile. Any good build focuses on one or two aspects and creates synergy between them. A support build uses healing/survivability and control, things that compliment each other. What you've done, is taken a fine dps weapon like the Greatsword, and placed it on a mostly tanky build. What this means is that your Greatsword is providing nothing to your build, it's not increasing the effectiveness of it in any way.

This goes the same for all weapons, control sets need you to be more tanky so you can actually stay in and control, condition sets need condition damage and duration, etc.

You say in the build that there is "no weapon setup that alone is capable of dealing with every single situation in the best way". This is certainly true, but you aren't expected to handle all of those situations for your team. Each team member has a duty, rather than have your sub par control skills or dps skills, a team should have a main damager and a main controller. The max efficiency controller allows your role as damager to remain at max efficiency as well. This way is much better, as a "middle-man" build is not effective for you or your team (And can often hurt team dynamics).

Knight's gear is fine, and so are all your other gear choices, except Soldier's runes. At no point ever should this build sacrifice six rune slots so that it's one shout (In only 1/3 builds) can remove one condition every 20 seconds. Not only is that a ridiculous waste, but you gain even more defensive stats that aren't needed.

You use Signet of Fury on a Control build simply for the purpose of gaining adrenaline, which is a monumental waste.

I'd like to point out at this point that your Control build retains the Vulnerability on crit and GS traits in Arms, which are incredibly worthless in such a setup (In fact, all of Arms is practically worthless). Not to mention in your Mobility set you retain the Shield trait which is again, wasted.

You use one pathetic banner, which you have augmented with a trait. You use a two Signets (Though only one in each build) that should remain of cooldown, and have augmented them with a trait to reduce it's cooldown. You have a single 5 second Endure pain stance in one build, and an 8 second Berserker's stance in the other two as well as Frenzy in the last. You have augmented these Stances with 25% duration, increasing Endure pain to 6 seconds, Frenzy to 5 seconds, and Berserker's to 10 seconds. You use one shout in one build that you suggest augmenting with Soldier's runes.

I'm not sure if you noticed, but that's 3 traits and a full set of runes gone to augment each separate skill on your bar. That's not even counting all of the traits you have put into all of your different weapon types (Some of which go wasted completely, the others remain ineffective for the build).

Basically what you have here is a mix-match of skills and traits to support a build philosophy that should not exist. You should never be prepared for every situation, that's like asking a soldier to be trained efficiently in every single type of combat. There may be some that can do it, but a master of 2-3 weapons will always come out on top. You need to rely on others to bring the things your build can't, and you need to build for whatever is most effective for your playstyle.

Build effectiveness is NOT a linear relationship. What this means is that by putting a Greatsword on a full cleric's shout build instead of Mace+Shield, the damage I receive is NOT equal to the defense I lost. This is because the control/defense of Mace+Shield synergizes with the build and increases it's effectiveness, whereas the GS does not have such synergy. The same thing would happen if you put a defensive weapon on an offensive build.

In essence, this build not only lies about a fair number of details, but the details that are true aren't effective in any way. An optimal build is not one that can do everything, it's one that can do a specific thing that your teammates benefit from. Then your teammates have that same option, and can create an effective build that you benefit from.

Instead of having five people who are decent at everything, you get five people each with a specific task, and by doing so group dynamics, social experience, and efficiency all skyrocket.

That's my two copper on this build, again I will say this is not to flame or bash, just putting the facts out there. I realize this is a very long post, and it did take some time to write. Therefore I would appreciate people to read it thoroughly, and upon such a point that they would like to post their thoughts to please make them respectful, mathematically sound, and detailed.

If you have an opinion please state it, but keep in mind all of the math here is correct, and you can test it. All the thing's I've said are very true as well, and as such I'd not like to see people saying, "Brand is wrong, this build is great!" The fact if this build works or not is not the argument I am making. I am simply saying that it is not optimal or effective by any definition.

Look forward to replies, perhaps some people will recognize this build's flaws, lies, and inefficiencies as I have.


#2073056 Rate GW2!

Posted XPhiler on 11 November 2012 - 09:16 PM

@duskwolf.

Correction, I didnt simply say your statement are false, I explained in detail why I think they're false yet your answer to my analysis is simply "I won't deal with mad tirades and rabid fanboyism, instead, I'll continue to reiterate what the problem is, as it continues to be a problem for me."

Also how can anyone ever claim not to be effected by cognitive dissonance. The whole point of cognitive dissonance is that you're not aware of it if you have it! :) how do you know that this whole thinking that the game is dumped down isnt actually stemming because of cognitive dissonance? perhaps you want to believe the game is dumped down because you dont want to like the existent complexity and would rather enjoy the complexity offered by gw1! Not saying you are, would never presume such a thing. No one should ever presume such a thing in my opinion simply because you're blindingly accusing people of something that cant be proven or dis-proven.

I am sorry but you're just hiding behind cognitive dissonance way too much dismissing everyone's conflicting opinion because you tell yourself they're not being objective which ironically makes you not objective.

for example I already explained to you in detail the same behaviours you say the game lacks. even linked you videos (I dont know did the video of the centaur kiting the player have cognitive dissonance as well? How about the video of the npc dodging the players attack? Go to AC, find a monk and you will see him heal his allies. While you're there see the rangers stay back, cripple you to keep you other of reach while being charged by melee enemies. I could give more examples, simply speaking what you're looking for is in the game. Thats not what is missing. The problem is the game as it is, is too easy but guess what so was gw1 before they introduced hard mode. Sure npcs could support each other, they could res each other. did that ever give you any trouble while playing in easy mode? be honest! does that mean that gw1 didnt have intelligent AI before they introduced hard mode years after gw1 release? You're mixing two different things. there is a difference between simplistic AI and an easy / hard game!

Funny how you're always talking about cognitive dissonance but then seem to be unfamiliar with analogous situations such as herd mentality. Yes sure some people think combat is simplistic how does that prove or even more make combat simplistic?
Once again I explained all this to you in detail yet you conveniently ignored all I told you hiding behind others say this as well. I am sorry but that doesnt prove anything. If you disagree fine, never ever claimed I am always 100% right but at least address specific points!

Yes I agree in many situations you could dominate by spamming skills 1-5 as they come out of cooldown, never said that isnt true and have claimed many times not just in this thread that i believe the game is simply too easy as it is. But I am happy they seem to be addressing this starting from the new patch. I will reserve my judgement until I try this new dungeon that gets progressively harder before though. Anyhow once again that doesnt prove the game is simplistic, like I told you in my last reply to you, you can face glint challenge and win AFK if you have the right build, dont even need to use a single skill so does that suddenly make gw1 combat more shallow then gw2? of course not! its not the difficulty of the encounters thats make a combat complex or simple, its the combat mechanics and the complexity is definitely there in gw2! (also forget spamming 1-5 in a dungeon and having much success) like wise in gw1 open world on easy mode was pretty easy too, you didnt need any complex build or really good strategy. Except for a few zones you could just use any build and do it no problem!

And once again you compeletly ignored the whole paragraph I wrote to you about spacial awareness in gw2. I am sorry but your behavior makes me think you just argueing for the sake of argueing. I mean seriously I wrote you all of this on the subject
your answer to that: how positioning is important in gw1 (I have no problem with that, still think gw1 is an amazing game and never said otherwise and on gw2 your whole argument in response to all that is said in spoil tag above was "in GW2, you'll see everyone standing very still until a red circle appears." Never mind that I dont see everyone standing still at all but even so how does that make anything I said false? how does that in any way imply that closing the distance with a short bow is a good tactical decision as it will make you do more damage? how does that change the fact that if you're playing a necro, lining your opponents is a good tactical decision as your basic attack will hit more then 1 target? isnt that a good reason to move around in combat?

I am sorry but not, it isnt a very dumbed down experience just because you choose that its a very dumbed down experiance! Like wise just cause you might decide to stand still and only move when you see a red circle it doesnt mean that there is no need to move until you see a red circle. And unlike you I am not just saying that I gave you plenty of reasons why you should move: Increase damage dealt, decrease damage received, get in range to be able to support allies, move out of the way to transfer aggro to pets / minions. And well while we're there, how about jumping puzzles? no need to move or have spacial awareness there too in your opinion?

So let me see if I understood this, you're complaining that enemies behavior is over simplified because you claim (which isnt even true) that enemies just damage, dont support, dont condition. Yet you want the flame thrower to fear / interrupt indefinitely allowing the enemy do nothing not even damage you. dont you think that would be really bad? And why what would that gain you? more realistic feedback? if games went for realism they'd be super boring. 1 arrow kills you! you dont need to be hit by 20 of them to die! so does a single sword swing! never mind being hit with a meteor on your head!  all games have to sacrifice realism for fun! I hope you can at least see that!

"No GW2 foe that I've seen knows how to use any of those things"
yes they do! I will bite once Just this once I will show this to you though I am pretty sure you're not really interested in debating as shown by ignoring every single thing I told you anyhow.

This video:

1:32 -> enemy mesmer engages reflect projectiles
1.34 - > enemy mesmer cripples warrior to buy itself time having dealt with ranged attacks (reflect projectiles)
1.36 -> enemy inflicts bleeding (seem it uses conditions after all)
1.38 -> enemy mesmer inflicts 2 stacks of confusion (so far this is the 3rd condition used)

2.42 -> enemy monk joins the fray. So what does the monk do combat wise according to its information.. ohh look heal allies!

2.56 -> enemy guardian inflicts imobilize on warrior not the engineer or the guardian who have ranged attack.. wise little npc yet at the same time he inflicts posion on everyone!

3.35 -> enemy imobilizes yet another warrior! and again it chose not to immobilize a range attacker wasting the condition

4.19 -> enemy elementalist tries to run away, enemy monk runs after him, I wonder, could it be so he keeps in range in order to be able toheal his ally?

6.05,-> ranger lays trap to keep party away by mass cripplign them.

anyway I hope thats enough to convince you its indeed there!  in just 6 minutes of combat we've seen NPCs healing others, cripple, immobilize, bleed, posion and use traps. We also seen an npc try to gain distance and a healer npc move in range to be able to heal them!

Also I hoped you noticed the engineer and the guardian were never standing still. So I guess not everyone only moves on red circles after all?

Also wierd how dontain was always talking about how he could support allies by increasing damage and which skill combos would maximize his damage output!

"This is why there's so many static players in GW2 videos. Because you just stand there. You swing a sword, you swing a sword again, that's great, but I want more than that from my MMORPGs." then do more! the combat system allows way more to simply lauch a basic attack! Never played any game that allows so much flexibility in combat with one class! Yet you just dont want to see past your opinion to see what more is offered, thats not the fault of the game in anyway! Like I already told you, my necro build allows me to: "interrupt, help your friends(do more/ take less damage, survivability), help your pets/minions (do more/ take less damage, survivability), help yourself (do more/ take less damage, survivability), gives you skills to escape when in trouble, gives you skills to prevent others who are trying to escape." I also asked you to give me a build from any game that offers that yet you didnt mention any, was that an oversight? or cause you couldnt find any?

ohh please what empty game? I logged on every single day on the halloween event and no matter what halloween content I played at any time I would always end up on an overflow!

when the mad king dungeon was unveiled there were at least 3 overflows because all my party was on an overflow and we were  split into 3 set of people that couldnt see each other. And every single day I run across many people including starter zones! maybe your server is empty I dont know, doubt it to be honest just checked this second and I only see 4 medium servers, 5 full and the rest high! not one low!

so in conclusion feel free to think everyone that spends their time explaining to you how the combat system is a lot more deep then you seem to be able to see because in your opinion they're suffering from cognitive dissonance as much as you want! in the end people will stop taking you seriously if you disagree with all they say and the only point you put forward is you're under the effect of cognitive dissonance. Its up to you!

I explained every single bit in great detail cause I though i owe you that much when I disagreed with all you said yet what did you do ? dismissed everything I said because you think I am not objective, wrote a wall of text but didnt really say anything! Explaining how great gw1 is doesnt explain what flaws gw2 is and summerizing flaws to "in GW2, you'll see everyone standing very still until a red circle appears." or "No GW2 foe that I've seen knows how to use any of those things." or "But Guild Wars 2 doesn't really have crowd control in this sense, it doesn't require intelligence, it's just damage vs damage. Every encounter is damage vs damage."

doesnt really say anything! they're all subjective statements that I for one dont agree in the least! plenty of reason to move around and gave you a comprehensive list. Posted video proof that foes in gw2 do indeed do those things and offered plenty of proof how there is way more then damage to gw2 combat! A single class for one can do plenty of support and tanking yet you ignore all that and say its just damage! sorry but with all due respect you're just wrong!


#2076129 Ascended gear...a big F you to WvWers

Posted bieberfanxoxo on 13 November 2012 - 10:05 AM

View PostM1k3l, on 13 November 2012 - 10:00 AM, said:

Coming from a full fledged member of the Tin Foil Hat committee and from the prospective of...

I'm an officer of the Tin Foil Hat committee and I'm more worried than ever fellow member, it's all falling into place, just like the Mayans predicted, this is a sign, the end of the world, it's all over!


#2076117 Ascended gear...a big F you to WvWers

Posted Voison on 13 November 2012 - 10:01 AM

Everyone's reaction so far:
Posted Image

(╯°□°)╯︵ ┻━┻)


#2075875 Ascended gear...a big F you to WvWers

Posted Serris on 13 November 2012 - 07:24 AM

dudes, before you start the rage and whine threads, look at what the ascended gear means. in gw1, infusion meant you were protected from a skill mursaat used on you. there was no actual pvp difference between infused armor and regular armor.
i would not be surprised if ascended meant you could choose between dealing extra damage to the new enemy type, or taking less damage from the enemy type or something similar like this.
and then future infusions would be new infusions based on new enemies.


#2075867 Ascended gear...a big F you to WvWers

Posted Lordkrall on 13 November 2012 - 07:17 AM

Oh nooo. They are adding ACCESSORIES (not even armors or weapons mind you) that have about 0,5% better stats! They are ruining WvW!!!!!!

Seriously?

It is still very possible to run around in WvW and be just as valuable when wearing Rare gear as when wearing exotic.
And guess what?

The jump between Rare and Exotic is MANY TIMES HIGHER than the jump between Exotic and Ascended.


#2075791 Ascended gear...a big F you to WvWers

Posted Jackiepro on 13 November 2012 - 06:17 AM

View PostLalnuir, on 13 November 2012 - 06:12 AM, said:

Comparing a rare ruby ring to an exotic one you gain
+11 power
+9 precision
1% crit damage

Off a chest piece you gain 12 power and 8 precision

Swapping from full zerker rares to full zerker exotics you gain
89 power
67 precision
118 defense
6% crit damage

Considering nothing is stopping you from running food and blood lust with your ascended gear it looks like it will be a sizable advantage.

You are assuming a linear jump from rare to exotic as to exotic to ascended. Nothing indicates that this is the case.
Posted Image

Seems like a 5 power and 5 precision buff, with a sizeable gain in magic find. The gain in magic find may be unique and the gain in crit damage may be less. Similarly in this image an accessory benefits more because they factored in the exquisite jewel, (gave 3 power and 3 precision). It is possible that they do not consider this for armor peices because those slots are commonly occupied by runes, so we have no actual information on how they intend to approach that.

Conclusion? The numbers you posted are by a large degree off, with little evidence to support their possibility.


#2041839 Pumpkin Carving locations

Posted Manic33 on 25 October 2012 - 11:35 AM

I added a few to this guys map and reuploaded:
http://i.imgur.com/73dSU.jpg


#2034516 Best Class for Greatswords?

Posted Red_Falcon on 22 October 2012 - 10:37 AM

View PostKatherine Dawnblade, on 22 October 2012 - 01:56 AM, said:

Albeit you will see many warriors with greatswords, GS warriors are pretty overrated- their DPS is basically focuses on One Hundred Blades, other skills aren't really that damaging. And most of warrior greatsword builds are "glass cannon" builds.

That's completely wrong - like, the complete opposite of reality.

1) HB actually has less DPS than autoattack.
We use it for the burst and might stackng but DPS wise it's not better.

2) Other GS skills hit for a ton of damage as well.
Our shittiest GS attack hits for as much as Guardian's strongest attack.

3) Greatsword doesn't mean glass cannon.
On my Warrior I hit 25k crits on HB and have 3200 armor + 11s invulnerability.

Please don't spread misinformation.


#2005747 Jumping puzzles in GW2 - a guide & discussion

Posted dulfy on 09 October 2012 - 03:01 PM

Hey everyone, I recently completed all 37 jumping puzzles (those with achievements) and I thought I would share my experiences of them with the GW2guru community as well as providing guides for each individual puzzles for those who are stuck.

What are Jumping Puzzles?
Think of them as elaborate hidden vistas - some of them are even part of certain vistas! You can find them in almost every leveling zone (there are some exceptions) and Lion's Arch. Certain zones like Caledon Forest, Diessa Plateau, Lion's Arch have more than one jumping puzzle.

There are two types of jumping puzzles: Regular jumping puzzles that provides achievements and mini jumping puzzles that do not provide any achievements (only a couple of those exist).
Completing each of those regular puzzles will reward you with an achievement, totaling 38 achievements over 37 puzzles (there is one puzzle with two achievements) under the Explorer section of your achievement menu.

Jumping puzzle difficulty
Jumping puzzles vary in difficulty and length. Some are super simple and short while others are long and feature difficult jumps. If you are just starting with jumping puzzles, it is highly recommended that you start with the easier ones rather than banging your head on the more difficult ones right away! (Save those for later). As you do more jumping puzzles, you will get better and better. Soon enough, you will be able to gauge what distances your character can and cannot jump, how to make really long jumps, and improve your finger dexterity.

If you are really bad at those jumping puzzles, don't worry! I was absolutely terrible with them myself in the beginning and would fail every other jump. With enough practice and time, I was able to complete all 37 puzzles! I have compiled a list of the jumping puzzles sorted by difficulty at the bottom of this post. Keep in mind that difficulty is arbitrary, some people will have some puzzles easier than others so your experience may not agree with my.


Jumping Puzzle list & guides

All of the regular jumping puzzles are listed below. To not take the fun out of the discovering the puzzle by yourself, I included in the beginning of every guide a map location of the puzzle and a brief description of how to start the puzzle. This should be enough to get you started in most cases if you hate spoilers.

If you like a more guided approach, all of them have videos and most of them (there are a few where I got lazy) have written walkthroughs along w/ pictures if you don't like watching videos. None of my videos have commentary or music as I personally found that a bit annoying.

Here is a link with a list of them if you like something to bookmark etc.

http://dulfy.net/201...s-guild-wars-2/[1]

Lion's Arch/WvW

· Troll's End[2] - Lion's Arch (Trader's Forum) - Medium to hard (for tall races).

· Urmaug's Secret[3] - Lion's Arch NE corner - easy puzzle

· Weyandt's Revenge[4] - Lion's Arch SE corner - medium difficulty

· Obsidian Sanctum[5] - Eternal battlegrounds - Hard (long and potential to get griefed)

· Sapphire, Garnet, Emerald Sanctum[6] - Borderlands - Medium (potential to get griefed)

Ascalon

· Loreclaw Expanse[7] - Plains of Ashford - SE corner, Loreclaw Expanse (easy to medium - some traps)

· Crimson Plateau[8] - Diessa Plateau - South, north of Breached Wall (easy)

· Grendich Gamble[9] - Diessa Plateau - Middle, Blasted Moors - Easy

· Wall Breach Blitz[10] - Diessa Plateau - South, part of Breached Wall Vista -Easy

· Behem Gauntlet[11] - Blazeridge Steppes - East end, Behem Gauntlet- Very Easy

· Branded Mine[12] - Fields of Ruin- NW corner, south of Varim’s Run- Medium

· Craze's Folly[13] - Blazeridge Steppes- NE corner, Terra Carorunda (easy to medium)

· Chaos Crystal Cavern[14] - Iron Marches - SW corner, Old Piken Ruins Waypoint (easy to medium)

· Pig Iron Quarry[15] - Fireheart Rise - SE portion, Pig Iron Mine - Easy to Medium

Kryta

· Demongrub Pits[16] - Queensdale - SE corner - Easy (Chest room hard to solo)

· Collapsed Observatory[17] - Kessex Hlls - South, Cereboth Canyon -Easy

· Swashbucker's Cove[18] - Gendarran Fields SE corner- Medium (bring a friend)

· Fawcett's Bounty & Revenge[19] - Harathi Hinterlands NW corner, east of Feral Dens - Medium (bring a friend)

· Professor Portmatt's Lab[20] - Bloodtide Coast West, near Sorrowful Sound (Underwater) - No jumping involved.

Maguuma Jungle

· Morgan's Leap[21] - Caledon Forest - SE corner, Morgan’s Spiral- Easy to Medium

· Dark Reverie[22] - Caeldon Forest SE corner, Morgan’s Spiral - Medium to hard (bring a friend)

· Spekk's Lab[23] - Caeldon Forest - West end, Sandycove Beach -Medium (timed jumps)

· Spelunker's Delve[24] - Caeldon Forest - SE corner, Sleive’s Inlet- Easy

· Goemm's Lab[25] - Metrica Province- East end, south of Cuatl Waypoint- Medium to Hard

· Conundrum Cubed[26] - Mount Maelstrom - NW corner, Govoran’s Waypoint - Easy to medium

Shiverpeak Mountains

· Shaman's Rookery[27] - Wayfarer Foothills West end, Osenfold Shear-Easy

· King Jalis's Refuge[28] - Snowden Drifts- East end, near NE corner - Easy

· Griffonrook Run[29] - Lornar’s Pass West end, near False Lake - Medium to Hard (if chest)

· Tribulation Rift Scaffolding[30] - Dredgehaunt Cliffs- SW corner (behind Vista) - Easy to Medium

· Only Zhul[31] -Timberline Falls- NE, Foundation 86 Waypoint- Easy to Medium

· Shattered Ice Ruins[32] - Frostgorge Sound- North, Shattered Ice Floe- Easy to Medium (lots of trash)

Ruins of Orr

· Vizier's Tower[33] -Straits of Devastation -South end, part of Vista- Easy

· Antre of Adjournment[34] - Malchor’s Leap - South end, east of Valley of Lyss - Easy to Medium

· Scavenger's Chasm[35] - Malchor’s Leap - South end, east of Valley of Lyss- Hard (lengthy)

· Buried Archives[36] - Cursed Shore SW corner, extension of Vista - Easy, chest hard to get


​Arbitary Jumping puzzle difficulty list

Super easy ones - jumping puzzle 101
  • Professor Portmatt’s Lab (Bloodtide Coast – no jumping involved)
  • Urmaug’s Secret (Lion’s Arch – safe environment to practice rock jumping)
  • Shaman’s Rookery (Wayfarer Foothills – teaches you about dodging circles )
  • King Jalis’ Refuge (Snowden Drifts)
  • Behem Gauntlet (Blazeridge Steppes – teaches you about jumping down)
  • Spelunker’s Delve (Caledon Forest – good puzzle to get hang of jumping)
  • Demongrub Pits (Queensdale – some basic jumping involved but quite a few mobs in the final room)
  • Crimson Plateau (Diessa Plateau)
  • Buried Achieves (Cursed Shore, more of a climbing rather than jumping puzzle)
Fairly easy ones – may take a few tries
  • Loreclaw Expanse (Plains of Ashford – trap dodging 101)
  • Grenrich Gamble (Diessa Plateau – a few weird jumps)
  • Wall Breach Blitz (Diessa Plateau – standard jumping puzzle, also required for vista/skill point)
  • Collapsed Observatory (Kessex Hills – confusing at first until you know where to go. Some tricky jumps)
  • Pig Iron Quarry (Fireheart Rise – Conqueror your fear of heights!)
  • Vizier’s Tower (Straits of Devastation – required to get the vista/skill point).
  • Conundrum Cubed (Mount Maelstrom – takes a bit of jumps to get used to this cubed environment)
  • Tribulation Rift Scaffolding (Dredgehaunt Cliffs – required to get vista, a few tricky jumps).
Medium difficulty – Best to do them once you get a few jumps under your belt
  • Troll’s End (Lion’s Arch – very annoying for tall races – i.e. Norn/Charr due to low ceiling)
  • Branded Mine (Fields of Ruin – some jumps are a bit difficult, high chance of dying if you miss a jump)
  • Craze’s Folly (Blazeridge Steppes – a bit long and some difficult jumps)
  • Chaos Crystal Cavern ( Iron Marches- a bit of RNG dependent)
  • Swashbucker’s Cove (Gendarran Fields - need to fight through quite a bit of mobs)
  • Fawcett’s Bounty/Revenge (Harathi Hinterlands – lots of mobs to fight through, some hard jumps)
  • Morgan’s Leap and Dark Reverie (Caledon Forest – failing Dark Reverie forces you to repeat Morgans’ Leap)
  • Griffonrook Run (Lornar’s Pass – puzzle is not too bad if you don’t do it with the bomb)
  • Only Zhul (Timberline Falls – quite a bit of trash and traps)
  • Shattered Ice Ruins (Frostgorge Sound – annoying trash)
  • Antre of Adjournment (Malchor’s Leap – some tricky jumps)
Lengthy/Elaborate puzzles (prepare to have some time invested)
  • Weyandt’s Revenge (Lion’s Arch- has a few parts but not too bad in terms of jumping)
  • Obsidian Sanctum (Eternal Battlegrounds – very long puzzle, some difficult jumps, risk of grief from enemy players)
  • Sapphire/Garnet/Emerald Sanctum (Borderlands – shorter and easier than Obsidian Sanctum but still risk for grief)
  • Goemm’s Lab (Metrica Province – long puzzle with a few tricky bits)
  • Scavenger’s Chasm (Malchor’s Leap - very long puzzle, Easter Egg hunt)
Timed Challenges
  • Spekk’s Lab (Caledon Forest – platforms only exist for a short duration after you activate them but has checkpoints)
  • Griffonrook Run w/ bomb (Lornar’s Pass – can be pretty annoying if you try it bomb but not required for achievement).



#2000170 Dungeons / Repairs are ridiculous

Posted Gilles VI on 07 October 2012 - 06:56 PM

View PostTzu Qui Jinn, on 07 October 2012 - 06:46 PM, said:

Tell you what, provide proof or evidence, your comment is true and correct. Post a youtube video of you doing TA Explorable with a team of 5 and no deaths. Do this, and you have the right to make your comment. Put up or .. you know.

Why should I post a vid of a run without deaths?
It's not because someone dies that the entire run is *ed.. Hell I probably die ~3 times per run (average), that doesn't mean the dungeon is hard..
And at lvl80 you always get 26 silver/run (without DR), you can repair your entire set TWICE for that money, that translates to roughly 24 deaths (it's somewhat less) before "losing" money on running dungeons..

Which makes this entire thread whining in my opinion, If you die 24 times in a single run it's the game telling you the content is simply not for you..


#2000118 Dungeons / Repairs are ridiculous

Posted Gilles VI on 07 October 2012 - 06:19 PM

View PostTzu Qui Jinn, on 07 October 2012 - 06:16 PM, said:

My guess is, you are running Citidel of Flames? Try running in Twilight Arbor explorable, and you have something to brag and critisize others about.

There is nothing hard about TA if you know to evade/kill the flowers in time..


#1988434 Does anyone else want them to bring back missions.

Posted Arquenya on 03 October 2012 - 08:00 AM

View PostM1k3l, on 02 October 2012 - 11:08 PM, said:

I loved the mission in GW1 but alas this is not that game.
I would not like the missions to bottleneck players like they did in prophecies. (looking at you Thunderhead Keep)
I liked them and miss them.
Haha I remember THK in the old days! Sometimes we used to stand there in the mission outpost and wait for newbies to help them do the mission. It was a nice thing, being able to help others in such a way and make new friends.

Personally I felt that the old mission system was far more immersive, and finishing every mission felt like an accomplishment. It felt more like a dynamic, story driven world where you play an important part whereas GW2 feels much more like a static world where you're just one of the many wandering around.


#1962823 Is magic find as a game mechanic even necessary?

Posted Alidia on 24 September 2012 - 07:26 AM

What irks me is that the +MF decked people bringing less useful stats to the WvW/DE/dungeon table, and thus contributing less to whatever's being achieved, are being rewarded for it by getting better loot.

The ones decked out in offensive/defensive stats as appropriate for the encounter will get less loot unless it's balanced out by their extra damage done to trash mobs - and if the latter is true, what is the point of MF to begin with?


#1870905 My reasons for Uninstalling.

Posted Fekktor on 03 September 2012 - 09:35 AM

It's so amusing to see these people struggle to formulate their useless rage posts wthout the usage of 'cancel sub'...xD

Been the same on the D3 boards: "I'll canc...stop playing...no, that's too soft...I...I'll uninstall!" Don't you realize that this is the most ridiculous statement in such a pricing model? Literally noone cares (amusement aside ofc :D)

Maybe stomp the ground a little to prove your point or whatever it is the kids do these days.