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Tamps

Member Since 11 Dec 2010
Offline Last Active Dec 02 2012 09:45 AM

#2070572 Rarest Weapon Used?(All Classes)

Posted Strife025 on 09 November 2012 - 06:41 PM

View PostBuddhaKeks, on 09 November 2012 - 03:40 PM, said:

Guardian - Focus, I don't think I ever saw a guardian with a focus. Well maybe once or twice, but that's not much in over 2 months.

Hm really? i see it alot.

Focus and shield are both very useful offhands for guardian. Pretty much every guardian I see who switches to scepter for ranged uses focus in offhand.


#1875571 Can i get a decent "Epic" skill?

Posted Doggy Chicken on 04 September 2012 - 03:57 AM

View PostCrosier, on 02 September 2012 - 10:16 PM, said:

Always use it at full health, I guess.

Which makes it far less than fantastic when you're doing a dungeon or pvp, where there's often quite a lot of damage going out... Every time I use Lich Form, it seems like I'm next to dead when I pop out.

It absolutely needs to be fixed. I do love my Necromancer, but in some ways I regret rolling one as my main at this point for a few important reasons. Not that I have an inordinate amount of trouble necessarily, but it seems like all we do is survive a little better than most - largely through just having more passive hp - at the expense of everything else (which in the current state of the game seems a gimpy trade-off).

Giving up burst damage for great sustained damage would be worthwhile, but our sustained damage isn't even good and the "rotation" is yawn inducing. I'm doing my best to avoid a tangent.


#1858930 Power/Crit Necromancer Viability

Posted Detahmaio on 01 September 2012 - 01:45 AM

View PostSlappedYak, on 31 August 2012 - 10:36 PM, said:

He is well within his right not to share :P especially if he's a pvp-er I can see why! He was very helpful though and gave a lot of "clues" that would help others come up with similar builds. No build is "unique", especially not with such limited skills sets, but the details can be different, and ultimately come down to preference. He might like a full 30 spite, whereas someone else with the same skills would prefer a 20,20,20,10 split. The nitty gritty doesn't matter; if you're not familiar and comfortable with your own build you aren't going to be as effective as someone who is. He's basically saying "go figure it out for youself" in the nicest possible way ;)

Not sure why you feel the need to defend his post or opinion but he is entitled to a lot of things. First off I don't intend to copy his spec it really isn't a big deal every possible build will be made and defeated. Secondly posting about how effective your build is and then saying well ya know figure it out I'm not telling my secret is just to entice readers. Thirdly it's fine to discuss builds that's what this is all about but to come here and just to say I have a secret effective build is just nonsense


#1808520 Power/Crit Necromancer Viability

Posted Sesuras on 24 August 2012 - 05:24 PM

The only thing non-viable about power builds is the the range on dagger skills.

Dagger has great damage but crap range. Necro has probably the worst mobility out of all the professions, meaning pretty much anyone can get away from you if they actually wanted to. Even running warhorn, you're basically hopeless after your immobilize is up.

Axe has decent range, great vulnerability stacking, but mediocre damage. The axe 2 in particular is really weak right now. Also, the axe grandmaster and close to death share a trait slot, so pretty much no one will ever trait the axe.

The problem with a power/crit build is a lack of synergy between the trait trees(which is a problem with the Necro class in general). If you're going dagger or axe, condition damage is largely useless to you. So speccing into curses basically wastes half of the passive bonus. You can't go soul reaping without any precision or you'll waste the crit damage, and death magic is a terrible tree, so that pretty much leaves blood - which doesn't increase your damage. This makes making a pure damage necro almost impossible since you can't effectively trait into it without picking up some utterly useless passives or minors.


#1784401 Joining a friends personal storyline quest

Posted Auenwing on 22 August 2012 - 07:48 AM

View PostTamps, on 22 August 2012 - 06:08 AM, said:

Hello.

So as i understand one player can join another player's personal storyline quest. But can someone please explane how it really works?

Do you both/all have to be the same race,same creation choices and at the same point of the storyline?

And how can i join someones storyline.

I was playing with my friend yesterday in the Stress test and we both made charr,same choices and were at the same storyline quest , since we started together. But we couldnt join each others personal storyline quest.


Through at least 2 betas and all the stress tests, my guildmates and I have been able to enter each other's story instances regardless of race, biography choices (made at character creation), and point of time of story (when it was exact same story)....as long as we were grouped up.

IF you are grouped up, you go to the designated story instance location. If it is your story, you will be asked if you wish to enter. If you are grouped, it will prompt the other players in the group and ask if they wish to join. If they say no accidentally, you can always port back out and reenter, re-prompting them again. Note: all party members must be gathered near the same location - e.g. the entrance to the story instance in order to get the prompt to join.

2nd note: players that are higher than the storyline instance will automatically be "leveled down" to a level appropriate for the encounters within the instance. This is similar to being leveled down going into lower level zones. Players keep their abilities, but they are scaled down.

IF you are grouped up and two (or more) of you have the exact same story line in the same instance, the first person who responds to the prompt to enter is the one who starts the story line, is able to do all the necessary interactions with NPCs to continue the story inside the instance, and is the one who receives the specific story line rewards. E.G. it is THEIR story instance.

All players get exp from any killing and karma (although less, I believe than the person who actually started the story). They do not receive the story line rewards.

If two players have the same story, the one who did NOT start the story is prompted (when the storyline instance is completed) with a question as to whether they would like their own storyline to progress.

If the second friend or rest of the group wishes to get more exp, or see the story again as the second player goes through it, or if the players are in the same guild and wish to get more guild influence, they can ALSO do the story over with the second player starting it, prompting the others to join in (including the player who has already completed it.)

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All the players can see / hear the cutscenes and dialogues and even the choices the starting-story-line player has and makes.

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As long as the players are grouped and are all standing near the story instance location (entrance), there should be no problems.


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Last note for clarity: you cannot "share" the storyline "quest". You CAN share participating in, helping and seeing the story unfold. It's THEIR story. Their rewards. Hope that makes sense.