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Majic

Member Since 07 Jun 2012
Offline Last Active Sep 05 2013 06:19 PM

#2229860 Lost as an 80

Posted Mordakai on 29 August 2013 - 06:48 PM

Not sure why you would need to make an alt to "learn" to play.

Just take your level 80 warrior into low levels of the game.... much easier than playing a low level character.

Keep going into higher level areas as you get more comfortable.  That's what I would do anyway...

Mostly, have fun!


#2228975 Is Farming Synonymes With Game Play?

Posted SirMoogie on 26 August 2013 - 04:53 PM

In MMOs farming tends to become your gameplay, eventually, as MMOs thrive by sustaining a player base for large amounts of time. Since any substantial content takes months to develop, an MMO is in constant threat of losing customers who become bored once completing the existing content. Worse even once a developer finishes that new content that took months to make, these players may not come back as they've moved onto their competitor's MMO, which seems new  and offers so much more. To keep players busy developers usually put in gear/skill acquisition goals that are extremely difficult to obtain (e.g., ascended gear, legendaries, WvW ranks, Magic Find % increases). Since players do indeed want these things many of them choose the most efficient means of obtaining them, and repeat that activity ad nauseum (i.e., they farm).

Arena Net is is a precarious state at the moment. They are trying to deliver content to keep us around, but seem to still rely on these other grindy means of keeping players in game. It's almost as if they don't trust the quality of their two week releases to keep players engaged... and I don't blame them. The living story content is lacking in many of the things players are used to from other MMO content releases (e.g., large new zones with multiple quests, new dungeons, new and interesting plot lines). I fear Arena Net has put themselves into a bad place with these two-week Living Story releases. To me they lack polish in both implementation and story.  I only hope that the portfolio of repeatable events they are crafting gives them enough buffer room to build more quality releases  in the future, like the ones other MMOs spend months to half a year crafting. If they don't they are going to lose out to more promising MMOs on the horizon that seems to take Guild Wars 2's  manifesto more seriously than Arena Net themselves do (e.g., Everquest Next).


#2228717 Is Farming Synonymes With Game Play?

Posted beadnbutter32 on 25 August 2013 - 11:45 AM

Farming is the weak point of every MMO design.

The essential problem is that when you create a virtual world, the inhabitants, players, have to have a way to survive in the worlds virtual economy.  Games that require real life cash for any in world goods, are very unpopular with gamers, so most games provide 'loot' or other in game rewards that players can derive an ingame income from.

The crux is how well the designers integrate this into the world and how grindy or not it is.

So far Anet is playing GW2's economy like a carnival shell game, where they are constantly changing the location of the pea under the cup (changing how and were the best farming spots/methods are).  This at least makes the long term grind seem less grindy due to the frequent changes in location and targets.  It seems to fool casuals very effectively, but if your a one year vet, you can see the overall pattern and see the grind for what it is.

I would give Anet's approach to the problem a grade of B.  It works, but it's really just the same old grind with slightly changing cosmetic clothes on.  They seemed to have nerfed non-combat ways to make income like crafting into oblivion and they just look the other way concerning playing the TP markets, which seems to be a viable income producer, IF you like becoming a trading weasel.  I suspect that if if enough players became proficient at that, they would nerf it too.

There are other things to do in the world that are more fun, like chasing a legendary, or getting world completion, etc. but unless your a TP trading weasel, or have plenty of real life cash to buy gems with, you have to spend a good deal of your time farming IF you want to be able outfit all 5 of your regular characters.


#2226279 New Elementalist needs guidance

Posted JNeko on 14 August 2013 - 06:14 AM

There's my guide on the forums here which talks a lot about starting with the Elementalist. I really do suggest taking a look at that: http://www.guildwars...n-elementalist/

Perhaps the most informative video I'd ever watched about the Elementalist comes from here, however: https://www.youtube....h?v=PX1OjClufdk

I find that the Elementalist, at least when played with heavy Arcana, is very rythmic. You swap between attunements both proactively and reactively. You move to Water for heals, to Earth for Protection proc, to Fire for bursting, and to Air for sustained damage. Being able to play the class well means being able to swap around these abilities in a natural sort of pattern. And I personally think it's the most rewarding way to play the class and the way that will serve you well on in the future with the class.

Then there's the other side where, to achieve max DPS, you're better off chucking most of that, using Conjure Lightning Hammer, and smacking things until they're dead.

Both still require that, at the very least, you understand your own Might stacking rotations (usually make a Fire field with Fire spells, then blast in them with Earth spells, and possibly an Evasive Arcana Dodge Roll or Arcane Wave).

Anyway, hope that helps a bit.


#2229617 Guild Wars 2: The First Year

Posted Mhenlo on 28 August 2013 - 08:28 PM

View PostIllein, on 28 August 2013 - 08:27 PM, said:

Probably played to level 2, checked out potential armors in the PvP Locker, deleted their Charr and never looked back :(

Well, jumping puzzles probably was a big problem too. Those guys just can't get it done like an Asura.


#2229583 Guild Wars 2: The First Year

Posted Locuz on 28 August 2013 - 07:27 PM

View PostAlex Dimitri, on 28 August 2013 - 05:17 PM, said:

If they didn`t mess around with "holy trinity" and gear treadmils and let`s say did like every other game one big ass patch (that actually added some new content, maps or zones) in 6-8 months number of sold copies would be 7 - 8 million at least.

I always wondered how they wouldve done if they kept the holy trinity and raid centric development.

And ofc more abbilities to use aswell! Thats in my eyes one of the main things that is wrong with GW2. There are a few classes that incredibly simple and dull due to the limitations in this current system. While others like ele for example are a lot "deeper".

Despite that...i still think they did an amazing job during their first year.

View PostCaptain Bulldozer, on 28 August 2013 - 05:36 PM, said:

Since it was found in an advertising piece, it's a safe bet that it is the peak, not the average.

460k is still an amazing number. To put things in perspective:

FF14 released a few days ago. They put a hold on sales and locked down pretty much all servers for a week since they couldnt handle having 200k players on at a given time.


#2226778 [Answered] Best gold farming "rotation"

Posted Opportuniste on 15 August 2013 - 08:23 PM

So the run is as follows:

* Waypoint your way to the Drakkar Waypoint which is located at the top left corner of the zone.
Posted Image


* Wait for the Champion Icebrood Fish to spawn, which is in the nearest source of water close of the waypoint.
* Follow the zerg to the Kodan Champion, which spawns near the Frost Portal (which is a skill point), south of the Drakkar Waypoint. Although he can spawn a bit at the east of the skill point sometimes.
* Go directly south of the skill point, there's an Ice Champion there.
* Continue South-East to the heart (the heart is called: Help Worthy Burden defeat icebrood in Drakkar Spurs) and go underwater. The wurm is hidden deep under the water, (follow the zerg, you'll see where it is).
* Waypoint to Skyheight Steading Waypoint and continue north, where the Brood Champion is. (It's a reptile-like champion, you can't miss it).
Posted Image

* OPTIONAL: If the Aetherblade event pops up, or the Quaggan boss appears, be sure to ask the commander if the zerg will do the event. The Quaggan is an easy champion loot, and the Aetherblade event can spawn up to five different champions.
* Then you want to go to the Eartshake Waypoint and continue East (follow the zerg) up to where the trolls spawn, and that's an easy champion loot. (The champion is a Champion Troll).
* And then you're done!
Posted Image


#2225324 What Kind of Mesmer Are You & Why?

Posted firelights on 09 August 2013 - 04:29 PM

View Postguanlongwucaii, on 09 August 2013 - 11:24 AM, said:

because that's the most optimal spec for dungeons? play shatter builds all you like, but you will be missing out on a great deal of utility from lack of glamour cds and warden's feedback. all of this in exchange for a dps increase on a class that already has very mediocre dps...  phantasm based builds with points in the inspiration line bring the most utility to the party while also providing the most damage that they can.

the people here aren't diversity unfriendly, but the most optimal specs for speedclearing dungeons are obviously less diverse.

Funny thing the first answer to a thread asking for DIVERSITY build is about the same, old build we hear for 2 weeks or so now by a handful of people. Speedclearing dungeons? So now PVE = speedclearing dungeons? I wonder what Necros are doing out there, in PVE right now...

Half my time spent in PVE is about chasing down world events and their bosses. Do you really think traiting warden's feedback and camping in sword auto attack all day (because, as someone said in another thread "just auto attack with sword, sword/focus + sword/whatever all day") is going to help against those?
Zerg events? If you want to hit more than 2 mobs every minute, better to switch to some aoe that can be sustained. Shatters are Mesmer main mechanic, use it? Or, I'm confused, people think that mesmer main mechanic is ...reflects...
And not all dungeon runs are made with "organized groups", some may want to PUG, or worse, they don't really have a choice!
Stuff like .... people saying staff sucks (a free blink and you wanna trade that for a dodge, wasted?), that using blurred frenzy on coold down is a waste and better dps with sword auto attack is better... sure, against BOSSES maybe! By the time you'll get your attack chain starting again, trash mobs will be dead, go figure....
People here just want to throw down on other players throat their extremely narrow and limited idea of what PVE is about, what a mesmer should do, and more specifically what it CAN do (like, no damage? keep fighting trash mobs and veterans in dungeons with sword auto attack, low dps guaranteed!). Mesmer are jack of all trades, they can soften every group's edge, they can do almost anything... and you want to throw that away, assuming they are just good at "this" and "that"? (Coming from people that don't even know how to use a Staff). While resuming PVE experience to one single very specific thing.

A good mesmer is a mesmer that ADAPT to situations, that's where it will be successful. Not always sword, not always focus, not always TW. Change and adapt to the PVE content, that is more diverse than that.

Now to stay on topic:
For the record, I play 20/30/0/30/0. But I situationnaly use staff instead of GS as an alternative set (if I ever see a mesmer sitting on sword auto attack all day, I'd kick him out), and I switch inspiration traits all the time. Same for utilities.

I use a mantra build for WvW, it's fun and effective. Full berserker, 30/30/0/0/10 with 4 mantras, including the self heal.

Hopefully someone will come here and offer something else than "sword auto attack all day, phanstam build 10/30/0/30/0".


#2228039 Stealth Buff to Life Transfer?

Posted Phenn on 21 August 2013 - 10:53 PM

Alright, got some answers. I ran a bunch of tests. I took no traits that modified LF gen or degen. Using a single target, I started with 100% LF, popped into DS, and hit 4 immediately. I allowed degen to tick five times (20% LF loss), and then dropped out of DS. Every single time I ended with 85% LF. If my rudimentary math is correct, that means I gained 5% LF from Life Transfer from a single target.

On multiple targets (2-5), the math gets weirder. I started at 80% LF, popped DS, and hit 4 immediately. I let degen tick five times (again, 20%) LF loss and then dropped out. After testing with two through five targets, it seems that the true percentage gain is 4.67%.

Anyway, I came to these conclusions:
  • Life Transfer grants LF per target hit now. (Maybe it's always been that way, I dunno.)

  • Life Transfer percentages are messed up. The tool tip says 3% gain, but it's actually 4.67% that the game rounds up or down depending on the number of targets hit. E.g. 1 target rounds up, 2 targets rounds down (9.2% down to 9%).

  • Hitting a single target with Life Transfer gains 5% LF, two targets gains 9%, three gains 14%, four gains 18%, and five gains 23%.

  • Also of note: Reaper's Precision (Curses V) has NO internal CD, and has a chance to proc on every critical hit on every target. I believe this was the source of my surprise the other night. Combined with LF gain on every mob hit, every critical having a chance to gain LF meant a significant gain from Life Transfer.
Conclusion? Pretty much what we've always known/done: use Life Transfer when you can hit five targets. Not only do you do the most AoE damage, you also get the most Life Force back.


#2226202 [x-post] The Death of Alts

Posted Captain Bulldozer on 13 August 2013 - 10:41 PM

That thinking is consistent with more traditional MMOs, where players need to have a "main" because of the large amounts of grind required to do things like reach max level and obtain max gear.  To people who never played through GW1, this would likely be perfectly acceptable, since almost all MMOs have the same (flawed in my opinion) design.  What Anet showed us in GW1, however, was that that kind of thinking could be left at the door (anet went back and forth on this to be fair, but in the end pursued largely alt-friendly design).

So, I disagree that it has to be that way Calypso.  I disagree that it's more fun to play one prof more than any other.  Really, (unsurprisingly to me) I disagreed with just about everything you said ;)  No hard feelings I hope!


#2226200 [x-post] The Death of Alts

Posted MazingerZ on 13 August 2013 - 10:36 PM

View PostCalypso589, on 13 August 2013 - 10:29 PM, said:

It's true though that people who complain about GW2 being unfriendly to alts are whining because they have to work twice as hard for their rewards.

If you ask me, one should expect that.

Stopped reading right here because you don't understand.

People are willing to work twice as hard.

They're willing to work harder.

But they're throttled by DR and daily rewards that are account bound.

Read the thread before offering your wooden nickels.

The rest of your tripe is telling people how they should play the game.


#2227915 Update Notes for August 20th

Posted Illein on 21 August 2013 - 11:40 AM

Before the patch, I hoped it'd rock. Playing the patch I already knew that was in done in vain, but yet I clinged to the idea that somehow - despite them basically going 'We heard you farmed Champions, here - now FARM CHAMPIONS!' on us - the Playhouse could potentially be a rebound for ANet. Some creative implementation that hid from plan sight to just suprise you and make you smile after all.

Now I've played through the Playhouse, did the achievements on the first run and without giving anything away, it was quite the snoozefest.

Yet, with all that being said. I already get my hopes up again, thinking about that reveal coming around August 20th during the Penny Arcade Expo. It's gonna be great, I am sure it will be!

That's what Stockholm Syndrom has to feel like. You know it's so wrong, but you can't help but to fall for your captor! :qq:


#2226657 Are Warriors viable

Posted Sithicus Dias on 15 August 2013 - 09:42 AM

View PostNikephoros, on 11 August 2013 - 08:35 PM, said:

Warriors are great in pve and getting better in pvp.  thread done.

^ This summarizes just about anything that can be said about Warriors here.

However to address the OP, lots of people talk a lot of rubbish, and they have varying reasons to do so. I used to be in a guild whereby the leader was a die-hard mesmer. He was a pretty awful mesmer, but he definitely went by the opinion that, in general, people who play Warriors do so badly i.e. they are meatheads. It's the same with people howling that Warriors have poor survivability, there are countless people I know on these forums who run a full Berserker regime, completely specced min to max for DPS, and we do just fine.

As such, some people perpetuate this perception poor attitude/performance to Warriors just like the Wammo's of old. If you think something looks fun then go for it.

Warriors can provide among the highest Burst DPS in the game (talking PvE here), and that's consistently by using a weapon swap combo between Greatsword and Axe/x. This is very well theory-crafted by a number of people, I doubt the people who slam Warriors have demonstrated numerical counter-posts.


#2222002 My Ranger Leveling Experience

Posted Ship Soo on 25 July 2013 - 12:36 PM

No need to be rude to new posters Folks.

It's their very first thread.

----------

The more new people we attract and integrate into the community, the better we all are.

Let's be constructive.


#2222273 Feeling Useless as a Thief...

Posted Loperdos on 26 July 2013 - 08:01 PM

View PostZCKS, on 26 July 2013 - 12:57 PM, said:

While I agree the thief could stand to bring a bit more offensive support, I think that if more offensive support were added they would definitely have to tune down some of the things the thief does exceptionally well (like burst, boon stealing & stealthing) otherwise you would end up with thieves being far too powerful in SPvP.


Some of this could be done easily by tweaks to traits & adding a new weapon type. (whip, longbow & mainhand 1 handed axe would fit lore wise).

As for what offensive support thieves could bring. Thrill of the crime, bountiful theft & sundering strikes are great starts, perhaps Arena.net could take a que from them & incorperate similar ideas in the future.

1) You wouldn't have to tone them down.  The thief needs help in PvE, the ratio between risk and DPS output is still out of whack, as the thief's risk in running a full GC build for maximum DPS is quite high, but their DPS ends up coming in right around where the warrior falls in PvE situations.  The easiest way to fix the imbalance is to further split the skills between PvE and PvP.  I can almost guarantee that Anet will not ever find a balance between the two game modes for a class like the thief because of the way they play and the way encounters are in PvP vs PvE.  Just the nature of a high burst DPS class.

2) Sundering Strikes is still bad.  It was terrible before, and even after the June 25th patch that buffed it, sitting at a 68% crit chance, it only sustains between 2-4 stacks of Vuln, if I'm remembering my tests from a month ago correctly (which I may not be, so shoot me :P , I do remember being very underwhelmed with it).

As much as I do appreciate the buffs to TotC and Bountiful (and the Trickery line as a whole), it still doesn't really give the thief much offensive support.  TotC is on too long a CD via Steal (or the duration of the boons are too short, whichever you prefer) in that you can't hit very good up-time on Fury, even when traited for it.  The further and further you try and trait for offensive support, the more and more you lose from your potential DPS, which is one of the places a thief can do well.  The best offensive support that I've seen/used with a thief is what Dahk mentioned with the spammable Blast finisher on SB.  Its phenomenal.  The problem is that overall, spamming CB reduces your DPS contribution to your group.  Its not BAD dmg, its just not what you have the potential to be doing.