Jump to content

  • Curse Sites
Help

Quasi

Member Since 22 Oct 2012
Offline Last Active Jan 31 2013 01:18 PM

Posts I've Made

In Topic: Play Guild Wars 2 as it's meant to be played, with a controller.

16 January 2013 - 05:08 PM

I'm having an issue with the program. I play on a 1920 x 1080 resolution, and I followed all the steps to a tea for getting my cursor placement correct. The test function put it exactly where I wanted it in my screen. However, when I start the program, my cursor begins somewhere in the upper right of my screen and resets there every time I stop holding left trigger. Any way to fix this?

In Topic: Engineer HgH build 12-15-2012

23 December 2012 - 03:22 PM

View PostFoxBat, on 22 December 2012 - 07:31 PM, said:

One real irritating thing, HGH only applies two might stacks on elixir utilities. I.E. elixir toolbelts still only give 1 stack of might.
That was intentional. I thought it was a bug too until I went back and read the patch notes again. It specifies consumed elixirs give 2 stacks of might

In Topic: A seven-step guide to fix GW2's PvE

13 December 2012 - 07:38 PM

View PostBeta Sprite, on 13 December 2012 - 05:57 PM, said:

I <3 this write-up.

The only part that I don't COMPLETELY agree with is the removal of hearts when a big meta-event is occurring in a map.  While it makes sense conceptually, it would be annoying to me if my level brings me to a map, and that area cannot be completed due to the hearts being overridden.  On the other hand, it's only a minor inconvenience (and not permanent), so it wouldn't be enough to stop me from liking the suggestion in general.
Actually, this idea is better than hearts. Doing DEs is a far more efficient way to level, so if a zone was swamped with them you would get a huge leveling boost that day. Map completion is the only thing that would have to be worried about, but like you said, it's a minor inconvenience who's benefits far outweigh the drawbacks.

In Topic: Stack bleeding, which is better: Condition Damage or Condition Duration

05 December 2012 - 01:06 PM

View PostAetou, on 05 December 2012 - 12:59 PM, said:

In isolation, duration will generally give a higher damage increase (10% duration increase is roughly a 10% increase in damage, while 100 condition damage is only going to give you a 10% increase if you have a very low starting point.)  However, due to stacking issues you really do want to maximise your condition damage first (but should do both.)

Wrong. Conditions that deal damage over time only deal damage at each full second they tick; so if you have a skill that bleeds for 2 seconds, and you add 10% condition duration, your bleed will last 2.2 seconds, but will only tick twice. The condition itself will merely stay on the mob for longer. In order to actually get any use out of condition duration, you have to make sure you stack enough condition duration to get that skill to an even number. In the case of our bleed example, having 49% condition duration would be useless and a wasted stat. It is at 50% duration when the benefit would actually kick in.

In Topic: Grenade/rifle dps Engi in dungeons?

04 December 2012 - 03:14 AM

Unfortunately, the rifle by itself has poor DPS. During your dungeon encounters you will probably be running grenades 99% of the time, with the other .99% being elixir gun and the final .01% being when your timer on the grenade kit runs out because you've been in it so long and the game switches you back to rifle. The rifle is only good for its combo in killing solo mobs and players in PvP. Maybe in the future legendary weapons will apply their particle effects to kits, but right now ANet seems to be more concerned with changing the cool down of throwing underwater elixirs that nobody uses.