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VenereusMember Since 26 Sep 2012
Offline Last Active Apr 21 2013 07:45 PM
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- Active Posts 121
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- Member Title Asuran Acolyte
- Age 25 years old
- Birthday September 16, 1987
Posted chullster on 14 March 2013 - 04:42 PM
You have to do 3 random fractals, you can only control which on the first, so even if you do get long ones on the 2nd and 3rd you still have one quick fractal in the run.
2 long and one short then becomes the worst case scenario instead of 3 long ones.
The question is, why would you chose to do a long one at the start when you get the same rewards for a short one and get to the end quicker too?
The higher chance comment from someone just sounds like internet BS.
Posted Trei on 25 February 2013 - 02:13 AM
Posted Xsorus on 22 January 2013 - 04:17 PM
Trying something a little new this time in some of the video
Posted Illein on 22 January 2013 - 04:27 PM
Looking forward to its content, albeit that settles that Fractals won't be overdone until much later.
Posted Kitanul on 16 January 2013 - 07:04 PM
Saw this video a couple of day ago, seem like he can kill ppl faster than 1.5 seconds and not being a thief.
Posted ProfGast on 03 January 2013 - 06:32 PM
From a mathematical perspective however, I find berserker's armor a little bit wasteful. While Critical damage is king for increasing damage output, Precision is the stat with the highest amount of diminishing returns. Each 21 points of precision adds 1% critical chance, which when you factor berserkers armor is about a 10% increase in crit chance. This is half the crit chance from simply having the fury buff on (20%).
Added to that, berserker's armor only adds a total of +16% crit damage, at a loss of 224 points in a stat trading off at a cost of about 14 stat points per 1% critical damage. Berserker's trinkets(5pcs, not counting back) on the other hand give approximately 32% crit damage (counting jewels) at the cost of 315 points in a stat trading off at about 10 stat points per critical damage.
Assuming all Exotic gear, and Full divinity runes, you only get about a 14% total damage increase using all Berserker's over someone using Soldier armor and Berserker's trinkets. This is at the cost of 2240 HP and 224 Toughness. If that hundred or so damage per hit is worthwhile to you compared to the survivability gain, then by all means go for it. I personally prefer that little bit of extra buffer for when latency, animation, or tiredness come into play.
Posted The Mighteous One on 12 January 2013 - 07:03 AM
Anyway, I'm a former Kaineng player who was driven off by evil hordes of transfers! Who took my server and turned it from the most tenacious group of killing machines! To the most mindless group of fools that I have ever seen. People are transferring to Kaineng to hop on the bandwagon, and I can smell the stink of them. More and more and more, I smell their stink, and I have finally decided to clean up the mess.
I had transferred off Kaineng with the intention of giving these mouthbreathers from a guild called "DE" a little bit of resistance so that they could actually learn how to play the game. See, the entire map was colored green, and these mouthbreathers would only ever zerg their way to victory against 2 or 3 defenders. They had come from Darkhaven where they got tired of being beat, so they figured they'd ruin Kaineng.
Prior to these mouthbreathers, there was guild "SoS." Called by some "The greatest force on Kaineng." LMAO! These guys would follow a "commander" who had no clue how to assault things, and throw bodies at things over and over until the thing finally died. I was tired of watching this happen to Kaineng! I knew that if I fought them, they'd learn to play.
Then came "WM." It was all downhill from there. With their inferior tactics but their "big name" they drew more and more and more and more transfers in. Until Kaineng deteriorated into the mindless, mouthbreathing zerg that it is now.
Well now it's time to kill the zerg. Stand by for a video, kids. I'm going to post it, and then I'm going to share my master plan.
I'll have my server back, or I'm not The Greatest Player In The Game!
Posted Alleji on 20 November 2012 - 07:16 AM
Posted Obbdot on 05 January 2013 - 09:27 AM
More seriously, I always view WvW fights in their strategic context, where an objective is to be attained. The objective in WvW is to have the maximum score by holding the most out of a castle, keeps, towers and camps at every 15 minute marks. There are other way to score direct points outside of the 15 minutes mark, like killing yaks, doing captures and doing some PvE events in WvW, but these methods tend to be done in approximately equal amounts by all three teams (especially if you consider that to recapture a camp the other team needs to recapture it first, killing your yaks in the process).
Analysing WvW with sPvP goggles is just wrong and won't bring your guild or your server to Tier 1 any time soon. Also, most WvW fights are not fair to begin with. They are chaotic, with lots of ways to sneak in and out of combat. It always involve group tactics. It involves siege. Troop movement. Guild coordinations. It is so much more than sPvP fights in term of strategic and tactical thinking. However, players that are really good in sPvP will be really good at killing people in WvW, of course. Yet, killing people really isn't what matters in WvW.
So which professions are best suited for this purpose, in my opinion, as of now (potent abilities that have been removed, like perma stealthing to prevent a cap, are not considered) :
By the way, the order is highly subjective, influenced by my own experiences. Also, I consider all professions except the ranger to be very useful in WvW. Don't mistake me, the ranger, especially with a shortbow condition damage build, can be extremely deadly in 1v1, but 1v1 is really not what WvW is all about. What I'm interested in, is what they bring to the table when it's time to work as a large team with complex capture objectives against 2 opponents.
1. Mesmer. Without any doubt the most useful profession to any guild in WvW. It can portal people inside towers and keeps, increase the travel speed and attack speed of golems and troops. It is also very potent on the battlefield and good mesmers are very dangerous in combat should you be facing them. With the proper traits, they can sport 3 reflection skills and one of the best stationary boon stripping skill in the game. Confusion is by far the strongest and best scaling condition in the game. Would the scepter be more responsive and faster, they would be even more terrible then they already are (currently nearly no mesmer use the scepter in WvW, for good reasons). Big love for the staff + sword focus mesmers out there, wonderful weapons altogether. The focus simply has the best pull/push skill in the game. Come Thursday evenings or Friday mornings, they are the uncontested masters of the jumping puzzle in EB, when it comes the time to pack siege up for the next week's battle. Greatsword mesmers are still very good, but they are not the "must have in WvW" that they use to be, when phantasmal berserker had no line of sight and could rip through trebuchet well hidden inside towers in no time.
2. Guardian. They sport the best squad buffs in the game with decent cooldowns and traits to make them even better. When stacking together, they can be the tankiest thing ever made. When coordinated as a group, they are the best damage soakers you can have against a zerg. The JQs that have played against ATac at the reset tonight in EB might know a thing or two about that. Their ability to give stability and all kinds of other boons to themselves and others is unmatched, especially when they run in packs. There is nothing that make me smile more in this give than seeing an overconfident and clueless "super warrior" come with his greatsword and do hundred blades on 5 guardians stacking together with retaliation on, therefore reflecting to himself close to 17,500 damage as the guardians instantly heal the damage done away through boon generation. In knight gear, they can still keep maximum survivability and punch severe damage with a hammer, greatsword or staff. They shield is beauty too. I'm in love with every single weapons of the guardian. There is simply none that I cannot find a use for.
3. Elementalist. Amazing crowd control, team buffs, speed and survivability if built so. Versatile like no other professions. If built glassy, they can do tremendous damage with their fire storms in bottle necks. Hell, they can even block catapult and trebuchet shots with their focus. Everyone has faced some of these "bunker eles" that can't be killed and will toss you around like a ragdoll. They sport most of the best AOEs in the game.
4. Engineers. A recent discovery for me, as I long looked in disdain at Engineers. With the proper build, they can be the most effective professions to destroy siege from far away. They have the best revive from downed-state skill in the game. Amazing support ability. Impressive damage and range with the proper build. Again, with the proper build, an engineer can bombard you in just a few seconds with almost all the conditions in the game, better than any necromancer would. They can also be made extremely hard to kill. A well placed mortar given to allies is a nice gift engineers can make to their allies lacking abilities to take down siege when attacking a tower. You don't need a lot of engineers, but you do need some. I'm seeing more and more people mastering the class and using its true potential. It's a hard to learn, hard to master type of class, more so than the elementalist, but its potential is absolutely great.
5. Warriors. Amazing crowd control options with maces and hammers. The strength of their CC is unmatched, but the speed at which they deliver it is lacking. Glass canon builds are good yakslappers and for fight DPS in general, though I find glass canons lacking in usefulness in large scale fights against talented more tankish players. Glass canons are good at killing weak players that would probably have died anyway. Yes, from time to time I will die to a kill shot or to hundred blade when I'm out of break stuns or cure immobilize, but 95% of the time I'm absolutely not scared by warriors. Except when its the LoD train of pain coming at me. In packs, hammer and/or double mace warriors are ferocious.
6. Thief. Best scouts. Good versatility. Both high damage and high support possibilities are useful in WvW. The shortbow is one of the best weapons in the game to punch through a few opponents with extremely high damage from a relatively good distance. Speed is unmatched. Extremely deadly underwater with a spear. Best yakslappers and camp flippers in the game, especially if they use pistols and can punch right through supervisor buffs. Berserker thieves, when it comes to killing scattered people, are unmatched. However, a scattered group is a defeated group to begin with in my opinion, and a very well coordinated group as nothing to fear from back stabbers, so they don't rank higher than 6 for me.
7. Necromancer. First, epidemic is a fantastic skill. A pack of necromancers can easily multiply in stacks or durations condition applied to foes and spread them to others in amount largely surpassing the original dose. One of my favourite skill in the game. However, to work effectively, it requires to have long condition durations and to have a LOT of different conditions being epidemic in the first place, and it still is very situational. Necromancers, like some engineer builds, are the best in this game to pack on a target many stacks of many different conditions. What makes me put necromancers so low, is that a lot of their best skills are unresponsive, buggy, have problems connecting and have long cast time. A necromancer is very tanky with its ridiculous amount of vitality, second life bar and blinding plague. However, it has almost no mobility and break stuns often come at the cost of its better damage, crowd control or crowd disabling abilities. They may be 7th in my ranking, but I would want necromancers by my side nonetheless. I have a lvl 80 necromancer, but I hate playing it, because the utility skills are too unresponsive and slow. Should those issues be fixed, they would certainly bump thieves down, and maybe a couple others. They are extremely powerful and can be very though to kill, but so are other professions.
8. Ranger. Pets aren't impressive at all in a chaotic and crowded WvW, much less than what you can achieve with them in sPvP environment. They are even a liability to their team mates as they often are the best target subject on which to do the necromancer's epidemic, especially the worthless bear. Alright, they aren't as bad as they used to be. They might be the best professions for bots and can kick some butts in sPvP, but they are the less well suited for WvW. They're AoEs are all mostly weak compared to what other glassy classes can do. They have medium dps, medium survivability, or very high dps but single target. They can snipe siege, but engineers can do way better with as much or more damage, but still better mobility, support and survivability. They lack support and are generally of no help to their team, except for the single target dps that they can do. I agree that the vine immobilize skill is very good though and often results in death for the victims of such attacks, especially other rangers lol. Most melee weapons for the ranger are kind of crappy. but I guess it comes with the name.
Disclosure : I have a character of every profession. WvW is what I love best in this game and I'm part of a hardcore medium-sized WvW guild, Applied Tactics [ATac], in Sea of Sorrows.
Mesmer : 80
Thief : 80
Necromancer : 80
Guardian : 80
Warrior : 68
Ranger : 36
Elementalist : 24
Engineer : 8
Posted ProfGast on 20 December 2012 - 03:34 PM
Fact: Entering Stealth breaks targetting selection. There is a caveat that any continuous channeled skill (such as Thief Unload, Ranger Rapid Fire, Engineer Poison Dart Volley) which are cast prior to the target entering stealth will continue to hit the target for the duration of the channel.
Fact: Entering stealth removes your character's model, special effects, and name from other players' screens.
Fact: Exiting stealth (loss of the hidden/stealthed buff) creates a small black swirl effect at the point the character is located at. This is almost always visible for people who keep an eye out.
Supposition: A stealthed character, should reappear and be targettable as soon as their stealth buff wears off.
Fact: Upon seeing the black swirl of a character unstealthing, the character model will not always appear. This delay can be anywhere from half a second, to a full 2-3 seconds. There have been instances of people killed by a non-hasted dagger 1 chain after a backstab from a thief, without being able to see the character's model.
Fact: If a model does not animate, most likely character label (name) and targetting circle, ALSO will not animate
Fact: Though the model will not animate, the most recently unstealthed character IS selectable, though with a lack of model to click on you must rely on tab-targetting or select-closest-target which are both shaky at best when there are more than one hostile targets in proximity.
Fact: Sometimes the model, WILL animate, however, the name will not.
Fact: Selection circle will not appear even if a target is selected until both model and target name are also fully rendered on screen.
The above is what is commonly referred to as "Thief culling" since they're the ones most commonly entering and exiting stealth. If you think that it's a myth that it exists, I really don't know what to tell you apart from "go fight a P/D thief and see if they're consistently visible during their Sneak Attack animation (the attack that breaks stealth.)" I know I consistently have fought P/D thieves who get at least 1Vital shot off on top of sneak attack before they are visible on my screen.
And I cant 'count how many times I've gotten combat logs reading "Unknown has hit you for X with Wild Strike." If the game had 100% register of targets, the combat log wouldn't read unknown, it'd read "X Invader/Defender has hit you for..."
So once again, "culling" may not be the correct term for this stealth issue, but there is definitely a graphical loading problem which affects targetting. It's not a thief unique thing, but it's simply most evident because with Cloak and Dagger, and Smoke Field + leap at their easy disposal, Thieves are the most likely to be exitting and re-entering stealth constantly.
Just please, stop calling it a myth, when it isn't one.
Posted RaoulDukeHST on 03 January 2013 - 10:33 AM
Posted lioka qiao on 13 December 2012 - 04:54 PM
When someone tells you to L2P don't take it as an insult or a cop out but as an opportunity. When someone calls a thief build stupid they're taking the fight outside of the game. They hope to reduce the number of enemies using the build they can't beat so that they can win in the game. If someone calls an effective build stupid, RUN THE BUILD. This means that the build is already effective and you will also enjoy victory with it. When you see cries for a nerf to some aspect of an elementalist that means that the aspect is effective.
The mist form downed skill is actually one of the most effective parts of an elementalist. With it they can escape to safety and revive from downed. L2P. The skill has a limited range. Draw the elementalist away from safety before downing him. He'll pop mist form, ok chase him. Now shove a flag up his ass.
The thief build i'm also using relies on frontloading all damage and usually pops all utilities in the process. L2P. Remap one or all of your utilites to R, C, and Z. Put your best stun breaking escape skill on R and your second best on C. Now your index finger can reach the escape skill fast enough to deflect the thief's attack.
The warrior is using 100 blades. L2P. Put your stun utility on Z if you have one, or use a weapon skill. V to dodge (unless you remapped that to your elite like me), then hit your weapon skill or stun and break the warrior.
Spawn getting campped? L2P. This is the best time for it. Take out repair money and expect it to disappear. Penetrate deep, hunt weak targets (eles with half hp, up leveled mesmers, etc) and strike to kill. You have 20 seconds to respawn if you die and get back in the fight. They have a 2 minute run from their spawn. Run out of repair money? L2P: Go farm something for half an hour. There are good farms that produce 2 gold per hour and that's more than enough money for 2 days worth of repairs.
L2P: set your gear up right. Read forums for advice (this one is great) and build ideas. Innovate! The builds here aren't written in stone yet (thank god, GW1 got boring because of that) so you have room to experiment. Find what is most effective for you and practice at it!
In short, when you see L2P, learn to play, don't go pout. Learn to play!
Posted Lordkrall on 28 October 2012 - 04:26 PM
Posted MrZero on 19 December 2012 - 06:46 PM