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kamykaze.5904

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Posts posted by kamykaze.5904

  1. I don't know. I think your build is too much all over the place. Swapping Kits all the time isn't much fun to me and most of these conditions aren't really that good.

    I mean, what's doing a 980 bleeding over 8.75sec, or 1633 over 14.75sec for you? You can do the math yourself. It's a little ridiculous to be honest. And since this is no power build, the direct damage is meh at best. If you just tickle your foes, they have more chances to slap you. So, why even bother with all this Kit-swaperoony?

    You don't really have any good boon supply - no might, no fury, protection or anything. But boons do a lot for you.

    I think i would focus on something and in case of a condition build, that would be burning damage.

     

    Swap 'Explosive Temper' for 'Blast Shield' - gives you a little more survivability, ferocity can safely be ignored on a condition build.

    Swap 'Shrapnel' for 'Big Boomer' - gives a flat direct damage boost and a little heal, the bleeding isn't really worth considering.

    Take Alchemy for survivablity and boon supply. There's an 'oh snickers, save your nuggets!' trait as well; 'Emergency Elixir'.

    Change some equipment pieces, runes and sigils. There might be better runes. I don't know, just had a quick glance.

     

    [http://gw2skills.net/editor/?PehAoqlFwqYdsEWJO+L1pMA-zRhYLJU2nSDgMMVMEYRSQcIMgyCUC0hiwkDA-e](http://gw2skills.net/editor/?PehAoqlFwqYdsEWJO+L1pMA-zRhYLJU2nSDgMMVMEYRSQcIMgyCUC0hiwkDA-e)

     

    So the 'Flamethrower' would be your weapon of choice, but swap to pistols as needed. 'Blowtorch' is your friend and of course bleeds increase your crit chance by 10%. 'Flame Turret' could be swapped for whatever, but it provides burning. 'Supply Crate' is a stun and a nice 'Oh shoot' ability. And always drink your potions, throw them around, it's fun.

     

    I'd try this, but of course i didn't test it, so use at your own risk.

  2. You know you can work on your abilities, right?

    If you have trouble remembering stuff, do it until you certainly know it.

    If you have trouble pressing buttons, think of a different and perhaps more logical key setup.

    And if you give up because it's 'oh so difficult', the will to even try wasn't really there to begin with.

    Implementing an easier way to achieve the same results wouldn't work btw., because people tend to take the path of least resistance and even if you're able to pull off the difficulties, why bother with it, when you can do the same with less effort?

    Anyway, there are ways to deal with such minor difficulties and if you, or your friends are interested enough, you'll figure it out, because this game isn't that hard really.

    You don't have to fly over your keyboard at lightning speed to play well, not even with an elementalist, but as with pretty much everything, you have to practice.

    > @"Court.7180" said:

    > If i wanna play a class, my major hurdle shouldn't be whether or not i can memorize a combination of skills, it should be whether or not I can strategically utilize the best skill for the situation at hand.

    Doesn't make a difference. You have to know what your skills do, and where they are anyway. If you don't, you fail. If you do, you can memorize a couple of combinations as well.

    Honestly, to me it sounds more like someone doesn't want to work out the mechanics, or is too young/old to do so.

     

     

  3. I'd say, if you have the resources to do it, do it. I played my Ranger with a longbow as well, but the only thing i remember is, that it was absolutely boring.

    Even a core Axe/Torch trapper is more fun than longbow. But, expect a different playstyle. It's not just standing at 1200 range and watching auto attacks. And hitting #4 on occasion, just to annoy other players.

     

    And seriously, you don't really have to rely on attacking from the side, or the back, to deal proper damage with a shortbow. There are plenty abilities, which aren't affected by that. Or, it's only two attacks which are affected by that damage wise. Crossfire (your auto attack), and Poison Volley. So, if you hit them from the side, or the back, good. It's a nice bonus. If not, meh.. it's not so bad, cause there are lots of other things happening. Then again, if you enjoy watching auto attacks, yeah.. maybe not so good.

    And i'd say that getting around a foe at close range is easier than holding your max range.

     

    For me, condition Soulbeast is the most fun i had with a ranger so far.

  4. From the classes you mentioned, Guardian is probably the most flexible and easiest to play.

     

    Unfortunenately the level phase can differ from the level 80 content tremendously. That's because of the lack of traits, class-skills, specializations and so on. A class that may not be fun at level 30, can be quite fun to play at level 80 for example. Whenever i'm going to play a new character, i'm going to boost to level 80 and then experience the game as i would from level 1 normally, just to have access to at least the core abilities. For me, that's more fun than starting with nothing and i'm more flexible that way. And you can start putting points into an elite spec, so there's still some kind of progression.

    But it may be overwhelming for someone new.

     

    As for squishyness, if you're not playing any kind of bunker-build - which you most likely don't want in pve, pretty much every class is fairly squishy. Maybe one class can take a punch more than the other, but you probably want to learn to avoid damage anyway. Either by dodging, evading, blocking, kiting, crowd control or things like that.

     

    So, i'd say get Path of Fire and try some of the new elite specializations. If you have a level booster, you can try out some classes as well, just to see how it's like later on, but not the elites i believe.

    But in general, just play what you like the most. I can mumble all i want, you may think different.

  5. > @"Randulf.7614" said:

    > > @"Witch of Doom.5739" said:

    > > > @"Randulf.7614" said:

    > > > It looks really cool in the announcement. And looks rather different in game. It's a completely different colour for starters! I ws gonna get it based on the pic, but the in game one seems to be less exciting

    > >

    > > What color is yours? I saw Dulfy's announcement video of it, and it looks like the Gem Store pic. Does seem awfully bulky, though.

    >

    > I can only go by the preview window which I appreciate is not accurate, but the pic in the announcement is a deep dragony green with a greeny and orange flame and orangey trim. https://www.guildwars2.com/en-gb/news/an-egg-citing-skin-for-your-scepter/

    >

    > The in game preview is sort of colourless grey with red trim. which is the same as Dulfy's vid

     

    It's probably the lighting conditions of the surroundings where the screenshot was taken. The lighting can be funky at times and misrepresent the actual look.

  6. Would be a nice way to waste some time in game. I'd say do it, but if, do it right.

     

    So, fishing in every body of water of course. Well, maybe not puddles, but atleast in knee deep water. Able to fish stuff from junk like leather boots to poopadoodles, to more rare treasure chests. And fish! Give them attributes like weight, size, rarities stuff like this. Implement fishing seasons and/or contests, add them to the daily achievement rotation.

    New currencies yes, because it's Guild Wars 2, so we need that, right?! Could be found in those treasure chests, or given as a reward for those mentioned seasons.

    Then, there's a new vendor for that, selling stuff like baits, which give timed buffs for more luck while fishing.

     

    There could be new achievements, new titles, new fishing rod skins. Heck, they could even sell a 'Fancy Bling Bling Baloong Fishing Rod x3k mk2©™' in the gemstore, new fishing themed hats and stuff like that. And now that we can sit on chairs, even a beach chair with parasol.

     

    So much possibilities!

  7. > @"MUDse.7623" said:

    > > @"kamykaze.5904" said:

    > > [https://wiki.guildwars2.com/wiki/Sigil](https://wiki.guildwars2.com/wiki/Sigil "https://wiki.guildwars2.com/wiki/Sigil")

    > > And the sigil page says under stacking bonus: "[...] The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon. [...]"

    > > Here, only the first two things seem to be true, because that's what we encounter in game. So, where does the "or when you unequip the weapon" come from? Looks like an assumption from someone that wrote the article.

    > if you have only 1 weapon with the sigil and you unequip it, you lose the stacks. thats not an assumption. when you swap the weapon you dont unequip it.

    >

     

    Ah, right my bad. Didn't read properly, thanks.

  8. > @"bOTEB.1573" said:

    > > @"DeadlySynz.3471" said:

    > > You also have to account for other advantages like the weapon swap effects when swapping attunements (like ele has 4). When I played my ele, I used this to my advantage quite heavily. This has a much larger and more profound effect and advantage than swapping weapons to keep stacks. The biggest difference being, you never lose your ability to swap attunements taking advantages of these effects; whereas the second your downed, you lose your stacks. People like me will down you from taking advantage of the attunement swapping effects from weapon swap sigils.

    > >

    > > To bring forward a topic means you also have to bring forward comparable instances. The way weapon swap sigils are treated in regards to attuments and kits are much more abusive than swapping weapons while keeping stacks. So if Anet decides they want to pull the trigger on something, they need to address swap sigils first.

    >

    > The on swap sigils should have 9 sec internal CD. Even if you change your attunments 1 million times for 9 sec, you should still get this effect once. The CD is not 4 sec or less so ONLY ele can maximize the sigil potential but it is 9 so it can be balanced compared to professions which don't have attunments - in similar way we need to balance the bloodlust sigil. If you believe the swap sigils aren't working as intended or if you think they should be change, you are free to report a bug or suggestion.

    >

    > > @"kamykaze.5904" said:

    > > > @"bOTEB.1573" said:

    > > > Holly kitten, it is written right here:

    > > >

    > > > "Sigils have a variety of effects, such as attacks which trigger on critical hits, and attribute bonuses which increase as the player kills more enemies without being downed or **switching to a weapon set that lacks the sigil.**"

    > > > Source: https://wiki.guildwars2.com/wiki/Upgrade_component

    > > >

    > > > Anet, please FIX!!!

    > > >

    > > > P.S. kitten, I'm sooo good :)

    > >

    > > This sentence only says that the buff increases while wielding the weapon. So, if you're not wielding the slotted weapon, it won't increase further. But it says nowhere, that the buff should get lost on weapon swap.

    > > The wiki entry for the sigil states that the buff gets lost by the downed state and on a map change.

    > > [https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust](https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust "https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust")

    > >

    > > According to the wiki, it sounds like it works like intended.

    >

    > You are reading the specific sigil of bloodlust page and all there is true. But you are completely ignoring the general mechanics of the sigils and upgradable component, which I have pointed several times in the thread and also you can find in my OP. As a sigil, the bloodlust one, should not be an exception and considering it gives an unbalanced advantage to professions which can have multiple sigils on their weapon sets, causing all weapon sets to benefit from such sigil type. I gave several times example with the sigil of force - it does not give its bonus to the other set and sigil of bloodlust shouldn't be an exception.

     

    I don't think i'm ignoring something here. The mechanic of the sigil of bloodlust is to stack a buff up to 25 stacks. If the weapon is not active, it won't stack further, but you won't lose any acquired stacks.

    It may throw a class out of balance, but i don't think that's the problem of the sigil, but an overall class balance problem.

     

    Oh, and the wiki may really be at false here.

    [https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust](https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust "https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust")

    The actual sigil page says: "Stacks are lost when the player is downed (as it says), or the player enters a new map."

    That's what we can actually see happening in game, so that one can be considered true.

     

    [https://wiki.guildwars2.com/wiki/Upgrade_component](https://wiki.guildwars2.com/wiki/Upgrade_component "https://wiki.guildwars2.com/wiki/Upgrade_component")

    The upgrade component page says: "[...] and attribute bonuses which increase as the player kills more enemies without being downed or switching to a weapon set that lacks the sigil."

    This one, i explained previously.

     

    [https://wiki.guildwars2.com/wiki/Sigil](https://wiki.guildwars2.com/wiki/Sigil "https://wiki.guildwars2.com/wiki/Sigil")

    And the sigil page says under stacking bonus: "[...] The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon. [...]"

    Here, only the first two things seem to be true, because that's what we encounter in game. ~~So, where does the "or when you unequip the weapon" come from? Looks like an assumption from someone who wrote the article.~~ (Unequip is not the same as swap! (my derp))

  9. > @"bOTEB.1573" said:

    > Holly kitten, it is written right here:

    >

    > "Sigils have a variety of effects, such as attacks which trigger on critical hits, and attribute bonuses which increase as the player kills more enemies without being downed or **switching to a weapon set that lacks the sigil.**"

    > Source: https://wiki.guildwars2.com/wiki/Upgrade_component

    >

    > Anet, please FIX!!!

    >

    > P.S. kitten, I'm sooo good :)

     

    This sentence only says that the buff increases while wielding the weapon. So, if you're not wielding the slotted weapon, it won't increase further. But it says nowhere, that the buff should get lost on weapon swap.

    The wiki entry for the sigil states that the buff gets lost by the downed state and on a map change.

    [https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust](https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust "https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust")

     

    According to the wiki, it sounds like it works like intended.

  10. > @MrWubzy.3587 said:

    > > @kamykaze.5904 said:

    > > Yee, they could reuse the little star icon on the players nameplate.

    > > Make it bronze colored for first completion, silver colored for the second, gold for third, platinum for fourth, exotic colored for the fifth completion, ascended for the tenth, and a legendary colored star for fifty map completions, and a title "I've really seen it all now" plus an item reward [Explorers Walking Stick], a tonic that lets your character walk around like an old granny on a stick. xD

    >

    > I'm not sure how players would react if after all these years their golden star was turned into a dull bronze one. Or perhaps it could be for any fresh characters who haven't done it?

    >

    > Honestly I thought I'd love this idea, but the more I think about it the less it seems like it would work. This is why I make alts, to explore and get more rewards. Luckily the mastery system is account-wide, so I have no issues.

     

    Ahh, people would get over it i guess. It would be a long term goal for sure and you would receive rewards for repeated map completions, and the other stars could reward something as well. I don't know. It was just an idea i had on this topic. :)

  11. Item: Elonian Vestments (light armor)

    Race: Sylvari (but probably on any race)

    Gender: Female

    Class: Necromancer (but probably on any class)

     

    Unlike on any other chest armor, the weapons (mainhand, offhand) are a little bit too far placed from the hips, regardless of the chosen pants.

    Probably related to the wide pant style of this set.

     

    https://imgur.com/a/tk7ZC

     

    Stuff used:

    [Wreath Masque skin on ascendet head piece. (Svaard's Masque)](https://wiki.guildwars2.com/wiki/Wraith_Masque)

    [shoulder Scarf skin on ascendet shoulder piece. (Svaard's Epaulets)](https://wiki.guildwars2.com/wiki/Shoulder_Scarf)

    [Elonian Vestments skin on ascendet chest piece. (Svaard's Doublet)](https://wiki.guildwars2.com/wiki/Elonian_Vestments)

    [Primitive Handwraps skin on ascendet hand piece. (Svaard's Wristguards)](https://wiki.guildwars2.com/wiki/Primitive_Handwraps)

    [Embroidered Pants skin on ascendet pant piece. (Svaard's Breeches)](https://wiki.guildwars2.com/wiki/Embroidered_Pants_(skin))

    Spearmarshall's Shoes skin on ascendet shoe piece. (Svaard's Footwear)

    [Zojja's Reaver](https://wiki.guildwars2.com/wiki/Zojja%27s_Reaver) and [Zojja's Artifact](https://wiki.guildwars2.com/wiki/Zojja%27s_Artifact) with Viridian Antique skins.

  12. Constant dieing and competent in playing doesn't fit, now does it? :p

     

    However, the best way to get experience is probably by doing events and most pre-events are doable solo, even some legendaries are doable.

    But yes, most mobs in the Heart of Thorns maps are a bit more challenging than in core Tyria (avoid AoE-fields, Croud Control mobs, knowing the enemies moves/animations/abilities helps). It probably just takes some time to get used to those mechanics.

     

    Also i would suggest getting at least exotic gear at level 80. And if you're really struggling, get some defensive stats, or else, some more offensive ones if it lacks in damage output.

     

    Another way would be going to one of the newer maps from Living World - Season 3, but since you're new to the game, i don't know if you have access to them, or if it would require you to purchase them. But i'd say they're significantly easier, than Verdant Brink, Auric Basin and Tangled Depths.

  13. > @Pax.3548 said:

    > > @kamykaze.5904 said:

    > > > @"Drarnor Kunoram.5180" said:

    > > > > @kamykaze.5904 said:

    > > > > > @maddoctor.2738 said:

    > > > > > In the first battle with Balthazar, the commander is saved by Vlast

    > > > > > In the second fight with Balthazar, the commander dies, because they have no help from anyone

    > > > > > In the battle with the War Beast the commander has help from the elder dragon Kralkatorrik, plus they use Sohothin

    > > > > > In the final fight with Balthazar the commander has help from Aurene, plus the sword Sohothin

    > > > >

    > > > > Pfzz.. just because the mechanics rip away your controls. If the game would've let me, this babbling barbecue-station would be dead in the first encounter.

    > > > >

    > > > >

    > > >

    > > > Funnily enough, when I played that first encounter with a couple of my friends, we did just that. One of my friends was on Reaper and in Shroud when the auto-down happened, so she was just kicked out of Shroud. The cinematic didn't play because the instance owner hadn't gone down yet, so we ressed up and just killed Balthazar and saved Vlast.

    > >

    > > That's funny, but unfortunately probably a bug and the story wouldn't continue. So, you're forced into this "here fight this _god_ for a couple of minutes and then we just strip away your controls and show you how _powerful_ he is." It's bad design to just daze your character i think. If they want you to feel he's really powerful, they shoul've made this fight unbeatable.

    > > This way you would sit there and think "what the flip, that's impossible", but then come back later with help and such, to defeat this big mouth.

    > > The way it is now is more an annoyance.

    >

    > If the first fight were to be unbeatable, how would you make him beatable in the final fight without making you feel that it was forced somehow?

     

    Because in the final fight you have an entire undead army on your side, two dragons helping you and you're wielding Sohothin, reignited by Balthazar himself.

    I think that is more than enough to munch him away.

  14. > @"Drarnor Kunoram.5180" said:

    > > @kamykaze.5904 said:

    > > > @maddoctor.2738 said:

    > > > In the first battle with Balthazar, the commander is saved by Vlast

    > > > In the second fight with Balthazar, the commander dies, because they have no help from anyone

    > > > In the battle with the War Beast the commander has help from the elder dragon Kralkatorrik, plus they use Sohothin

    > > > In the final fight with Balthazar the commander has help from Aurene, plus the sword Sohothin

    > >

    > > Pfzz.. just because the mechanics rip away your controls. If the game would've let me, this babbling barbecue-station would be dead in the first encounter.

    > >

    > >

    >

    > Funnily enough, when I played that first encounter with a couple of my friends, we did just that. One of my friends was on Reaper and in Shroud when the auto-down happened, so she was just kicked out of Shroud. The cinematic didn't play because the instance owner hadn't gone down yet, so we ressed up and just killed Balthazar and saved Vlast.

     

    That's funny, but unfortunately probably a bug and the story wouldn't continue. So, you're forced into this "here fight this _god_ for a couple of minutes and then we just strip away your controls and show you how _powerful_ he is." It's bad design to just daze your character i think. If they want you to feel he's really powerful, they shoul've made this fight unbeatable.

    This way you would sit there and think "what the flip, that's impossible", but then come back later with help and such, to defeat this big mouth.

    The way it is now is more an annoyance.

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