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Elrathan

Member Since 27 Apr 2012
Offline Last Active May 18 2013 01:13 AM

#2168351 Highest dungeon DPS

Posted Elysen on 21 February 2013 - 11:59 PM

Johny Bravo has the best name here.

Just putting that out there.


#2136712 Minion's guide to smoother dungeons! (techniques not skills)

Posted Minion on 06 January 2013 - 10:29 PM

The Basics to Consistently Smooth Dungeons


The basics of team-based games are generally quite obvious, yet time after time people complain that dungeons are either too difficult or PUGs are too stupid. This idea will start to create an elitist mentality over time and develop requirements to enter dungeons; equipment checks, achievement points, GREATSWORD GUARDS ONLY. To stamp this out early on, here are most of the common ways to keep a party from swaying from glory without resorting to cheap gimmicks and exploits.

Firstly, skill synergy isn't important. You can run with five thieves or five mesmers and as long as they all know what to do, how and when to dodge, they won't die horribly and your target will die rapidly. No messing about with that setup.

The key to smooth dungeons, anyway, has six steps:

1)Communication.
The most crucial of all. Team communication is key to the success of any dungeon run. You can enter a dungeon with four teammates having never entered the zone, but as long as you can command and explain what to do, where to stand, etc. you will be fine. Tell them what to look out for (i.e. kholer's golfswing needs to be dodged, tell them to save their endurance for it.). If there are multiple options to do one event- skip or complete, then let them know, especially if they're pugs.

2)Focus.
Team synergy doesn't really exist in GW2, but the more enemies there are, the more chance they'll down one of you. You want to have a designated caller to call targets and have everyone smash it. Professions with heavy single-target damage suddenly become relevant when you understand individual foes need to die faster than a whole mob. Don't feel like you're bossing the team on what to attack; it benefits every profession. Focusing conditions onto one target will then make a necromancer's Epidemic even stronger. With Binding Chains, a guardian can gather everything together and you can enjoy spiking out single-targets while everything else also gets hit by unfocused AoE from greatswords, elemental spells, bombs and clusterbobombs. The outcome is everything dies faster.

3) Duck, Dodge, Dip, Dive and Dodge. Dodge, dodge, dodge, dodge.
It would be best if everyone knew what the dungeon held in store for them before entering, but that's not always the case. However, you *know* that this game is all about evading attacks to stay alive. Toughness and Vitality do little more than make it more likely for enemies to aggro you; if you get hit, you're still likely to go down. Dodging is key, and once you're out of dodge meter, you best make sure they're not going to attack you. Kholer in AC is a good example; you should always save one bar of endurance for his golf-swing animation, which is when you dodge to evade instant misfortune. Look for the tells in the animations and it's easy. Once the whole team understands this, you can run full glass-cannon setups and it doesn't feel any different to 3 guard, 2 war teams, etc. Take who's available. (albeit necs op)

4) Reviving team mates The Importance of Rallying.
Reviving the team isn't always the best idea; it can cut into your already limited DPS after losing a man on the field and leave your team up a certain creek without a certain instrument. Having a focused target means it's less likely to die after downing. Keep attacking the target if the enemy is not focusing you and have enough health to out-live it; bandage is the last resort. If you see an enemy with lower health, call it and hope your team switch. This prevents you from becoming too much of a burden on the team, limiting their DPS, effectively, by 2+ players. This is more important than ever now; one does not simply respawn immediately after death.

5) Luring.
Don't underestimate the importance of luring; especially bosses. Pulling single bosses can mean life and death, for example in TA pfwdfwd, hotw p3, SE p1, etc. Take those encounters slow and remember that prep doesn't take as long as respawning :P

6) (i herd u liek) mobskips.
Skipping content to avoid long or difficult encounters is performed in almost every party these days, to optimise runtime and therefore earn more from the chests and bosses over time. All professions can run past any mob reliably. The thief has the greatest mobility of all, with AoE stealth/regen, many shadowsteps and a perma +25% IMS signet. The mesmer is quite similar with the shadowsteps and cloaks/decoys while the guardian can bruteforce spam 0s cast heals and Retreat for Swiftness/Aegis.  

When attempting to run past mobs, prepare your utilities that offer the most swiftness, damage reduction, regeneration and at least one stun-break. Remember:
   a. Never waste your dodges because bored; use them when being fired at.
   b. Use your IMS upon entering a mob, not to simply speed up your run (if it's a far distance).
   c. Prepare to use your stun break or stability if anything goes tits up.
   d. Travel as a team, ensuring everyone's safe-journey.

Happy dungeoneering.


#2152883 Massive guardian nerfs

Posted Lordkrall on 28 January 2013 - 11:53 PM

View PostGuanglaiKangyi, on 28 January 2013 - 11:52 PM, said:

You can't interrupt the dodge roll with auto-attack chains anymore, so there's no way to burn endurance to keep it up.  Now you have to roll, but rolling means you're not attacking, so it's a net DPS loss.  The trait is basically useless as-is now.

So it is basically a fix to a formerly broken mechanic?


#2131883 Ghost's +100% Bleed Duration Field Guide

Posted Reverse Ghost on 31 December 2012 - 01:19 AM

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Welcome to my guide!


I will be updating constantly, so be sure to check back

periodically to catch all the new additions!

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2 Feb - Latest Update: Updated the Runes section under Gear and Stats

• 20 Jan: Added link to my hybrid build topic
• 10 Jan: Added all the minor traits and a small sample of a build discussion.
• 8 Jan: Added section on Curses minor traits and a special section about Target the Weak. Changed format to include the use of [ spoiler ] tags to make things a little easier to navigate.
• 7 Jan 2013: removed the "legacy" section. Will be incorporating parts of build and trait discussion into the main, and now only, section.

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This guide focuses on the Necromancer reaching +100% bleed duration through traits, runes, and consumables. This topic will serve as an analysis of what it means to have +100% bleed duration, and how this affects your play as Necromancer.

Because of the way bleeding does damage, having +100% duration is the only way to ensure that all your bleeds from all sources are never denied some damage because of a fraction of a second.

In this guide I will go into some degree of depth with some ways to achieve +100% bleed duration and what that means for you as a player. There will be math and spreadsheets. I like spreadsheets.
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In this section I will explain how bleeding works and how it is affected by doubling its duration.
Spoiler
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In this section we look at what skills the Necromancer can use to put bleeding on its target.
Spoiler
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In this section we look at exactly how to go about increasing your bleed duration, and gear synergizes well with a focus on bleed duration and damage.
Spoiler
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In this section we will go over some select minor and major traits. Let's take a look at each trait line individually and see what benefits we can get from investing our points.
Spoiler
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In this section I want to talk about some basic build templates you can use to take advantage of your new-found extra bleed duration. These are my suggestions for build ideas and are really just templates. Use them more as a jumping-off point than something set in stone.
Spoiler

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  • Finish the Traits section
  • Add some build suggestions and ideas
  • More pictures!
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Thank you so much for reading. If you have any comments or suggestions please feel free to leave them below, I will try to respond to all of them! Remember this guide is constantly evolving, and your contributions help shape it.


#2123448 With an eye toward the end game, are toughness, vitality and healing the most...

Posted lmaonade on 19 December 2012 - 08:33 PM

View PostJason Seven, on 19 December 2012 - 07:48 PM, said:

There is zero need for anybody to focus on anything but Power, Precision and +Critical Damage. More Vitality and Toughness just means that you need a larger health pool and more defense because you're getting hit too often. The same can be said about Healing Power. A skilledd player doesn't need any of these stats as they've learned when to dodge and how to position themselves. If you rely only on defense it means that you should learn how to play properly.

though that may be true, everyone gets hit, period. There is no human being with psychic abilities and predictive abilities only go so far, and though there are people who can pull off amazing feats of gameplay (such as the guy who solo'd Lupi with a glass cannon warrior), they are not things to emulate. Defense is a necessity in certain builds for certain purposes, no one is going to play a bunker build full glass cannon because "they can dodge everything."

That being said, there is no consensus on what stats are better, it all depends on what you're building for each class, I noticed that you mentioned traits, and let me tell you that how you build your traits may or may not be related to your overall theme at all, some people may build DPS traits but equip themselves defensively, or vise versa, traits are all about which major traits benefit your playstyle the most.


#1444196 Detailed Effects of Sigils

Posted Hammburglerr on 15 May 2012 - 02:43 AM

During the stress test I decided to check out the sigils to see what each one did exactly. This list isn't coplete, so if there is anything to add please do.

*Minor Sigil of Accuracy/Corruption/Bloodlust - Work on both weapons and the effects stack
*Sigil of Superior Restoration - Heals for about 670
*Sigil of Demon Summoning - The fleshreaver lasts about 1min and hits for 1k+ (Fleshreaver)
*Sigil of Superior Air - Does about 1.5k dmg with 2.5k attack (scales with attack)
*Sigil of Superior Blood - Proc rate noticably increases with this on both weapons and heals for 325hp (does not scale with attack)
*Sigil of Superior Fire - Hits for about 1k with 2.5k attack (scales with attack)
*Sigil of Superior Battle - This will work for mainhand attacks while in the offhand, but will not stack if you have it on both weapons
*Sigil of Superior Doom - This will work for mainhand attacks while in the offhand, but will not stack if you have it on both weapons
*Sigil of Superior Leeching - Heals for about 950-1k (does not scale with attack)
*Sigil of Superior Water - Heals for about 240-370

Sigils that have a cooldown on them will not refresh the cooldown by swapping to a different weapon set that has the same sigil (it's global - not tied to the weapon). For example, if I have have Sigils of Superior Water on all my weapons and swap sets right after a proc, my second set of weapons will not proc until after the 10sec cd is up.


#1722674 Do you think the developers of GW2 like us?

Posted Colin Johanson on 13 August 2012 - 03:14 AM

We love you!

But we do feel the need to see other people.


#1811970 This would be a nightmare if _______ happened tonight!

Posted Kang on 25 August 2012 - 01:27 AM

'0%, downloading 20.00GB (0.05KB/sec) Files remaining: 1,000,000'


#1810478 "We're finally allowed to reveal that GW2..."

Posted dragongit on 24 August 2012 - 09:38 PM

Isn't this what SWTOR was trying to hype their game on, and GW2 has no subscription fee. Arena net has balls of mythril to attempt something of this magnatude, and I love it. I salute you Anet and will hopefully be able to buy stuff from your store to keep you guys afloat.


#1786506 Guardian felt super weak last ST, or is it just me?

Posted JDP85 on 22 August 2012 - 01:50 PM

I usually avoid topics like this, but I'll toss in my 2c. Guardians and Eles were the classes of the masses and sported the highest percentages of players by more than a couple %. That is typically a good indicator that the class is performing better than others early in the learning curve (warrior) or there are aspects of the class which are out of balance. Really, all they did was remove some of the mindlessness from the class.

Shouts are still strong, especially SYG. You just have to pay attention to your/ally's location instead of mindlessly mashing the button and relying on 1200 range.

Healing was too strong in the past. Areanet is making it more and more clear they want people to prevent damage... not heal. How can a Guardian achieve that? Shield of Absorption, Wall of Reflection, Aegis, Banish, Line of Warding, Ring of Warding, Protection buff, Shield of the Avenger, Hammer of Wisdom, Bane Signet, Signet of Justice, Sanctuary. There are so many ways for a Guard to control battle and prevent damage. I won't even look at how much condition removal they have. Condition removal is huge but people are still ignoring it. Anyway, popping 1200 range AoE heal skills was support in its simplest form, and it obviously wasn't what Arenanet wanted.

Yes, they weakened the survivability of the builds that revolved around eating damage and healing through it, but it hasn't hurt the ones based on prevention. I for one like the direction the Guardian and game are headed.

If you love the Guardian, don't jump ship. Look for alternative ways of achieving what you used to accomplish. You have a whole community of players who are willing to help.


#1801798 What do I need for tomorrow?

Posted jdavet90 on 24 August 2012 - 12:33 AM

Forget the junk food and caffeine, just gimme some fresh fruit and V8 juice.


#1793130 Stress Test -> 9:10 Pacific Time Tonight

Posted Colin Johanson on 23 August 2012 - 04:06 AM

Much as we love to troll you guys, this isn't trolling. There is a stress test starting in just a few minutes to help do a little bit of last minute testing. Begins at 9:10 PM Pacific Time, which is just about.....now!


#1786582 8/21/2012 Stress Test Changes

Posted That Happy Cat on 22 August 2012 - 02:02 PM

View PostDastion, on 22 August 2012 - 01:58 PM, said:

In other news, Mesmers still don't have a Drowning state (uses the Downed state) - which is really bad since if you use Deception it roots you in place after the teleport.

So be careful in the new battleground if they don't fix it.

Suggestion for a Drowned skill.

Phantasmal Shark
Conjures a Shark that will grab your target and carry them away.


#1775662 Scepter Guide For New Mesmers

Posted SuburbanLion on 21 August 2012 - 02:07 AM

I posted a version of the following guide on the official forums during BWE3 to help new players more effectively use the mesmer's starting weapon: the scepter.  The version you see here is a updated walk-through cross-posted from my blog.  With release only a few days away, my hope is that this guide will help make the first 10 levels of the game as painless as possible for people who are new to the profession. Once you hit level 10, you can really start to customize the mesmer to your preferred playstyle.

Click the spoiler tag below for the guide:

Spoiler

I just hope that these tips help some newcomers who might be turned off by the scepter after hearing horror stories from the first two BWEs. The scepter was vastly improved in BWE3 and I expect it to be even more polished by release. Overall, I think that using the scepter/focus will help you learn how to effectively utilize the core mesmer mechanics. There’s a lot to learn about playing a mesmer, but the class has a nice rhythm once you get used to it. Stick it out for a while and you might be pleasantly surprised!

If you have any other tips for new mesmers, please share them below!


#1781102 And your favorite dance is?

Posted Symbiont on 21 August 2012 - 11:06 PM

the Haka! so that's the Charr.

and the Poplocking on the asura is quite good.