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Wisty.4135

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Posts posted by Wisty.4135

  1. > @"Arimus.8310" said:

    > Personnally, i've never seen any raids group that are noob open. They always say in the comment ''No Noobs!'' or things like that in the lfg. Plus i really don't know how to begin to prepare my character for raids+ i d'ont know how raids works but the fact that they are really tough and if you're not up to the task you get kicked out very rapidly by the others players...

     

     

     

    Heya! I train raids frequently, and there's a bunch of resources for getting into them! LFG is awful for new to raid players - I would recommend Raid Academy (if you are on NA) and Crossroads Inn (if you are EU) - these discord servers are filled with many friendly players helping others get into the game mode, and TONS of resources to make them accessible. Links to the servers can be found https://snowcrows.com/raids/training/ << here

     

    https://www.snowcrows.com is a great place to get info regarding builds for every class, what classes do well on what encounters, as well as general rotation guides for how to play the classes in a raid setting.

     

    Now that said, raids are challenging especially to new players to the mode, but not unattainable! It'll take some time and some work, but you can certainly get into it! Feel free to poke me if you have any additional questions regarding this!

  2. > @"Ashnod.4365" said:

    > Probably the same issue as: https://wiki.guildwars2.com/wiki/Choya_Logging_Tool

    > I hope it's only one of the gathering tools (aka or logging or mining not both). This because of that Choya Logging Tool this has been an issue ever since it was introduced (aka don't expect it to be fixed ever it's why I'm not using that tool anymore).

     

    Ah yes that sounds exactly like the issue I've noticed. Thanks! And I've only noticed it on the logging axe (the coolest of the three sadly).

     

    But I've run the Dreamcleaver Axe, Molten Mining Pick and Consortium Harvesting Sickle ever since they were released, but these Spirits Tools were the first that looked cool enough for me to buy new... A shame! I do hope they decide to at least give it a pass over as I **feel** like this shouldn't be too hard of a fix? Fingers crossed!

     

     

  3. Exploration and combat for sure. Also charr.

     

    Exploration - maps are gorgeous and littered with secrets that are just fun to look at and find (and break on occasion).

     

    Combat - Fluid and rarely clunky, with enough variation between classes to feel unique. It just feels good to weave skills together in a rotation while maintaining active defenses such as dodging.

     

    Charr - big fluffy murdercats. What's not to love?

  4. I've noticed when harvesting my home instance that the new (gorgeous) spirit of the wild tools sometimes will not deliver the final strike. This happens even without touching any buttons that may cancel it (weapon swap, movement, or even refiring the gather animation for rich nodes). Can anyone else confirm that this is happening?

     

    Additionally gathering strikes and animation timings for the mining and logging tools **feel** much slower than most other infinite tools, and even the basic unskinned tools. I cannot confirm this either, but I'd wanted to make mention of it.

     

     

  5. Spiritslave, mechanic slave, spotter slave - all things druid does that a tempest could but won't because only subs do as they're told.

     

    But really, that's pretty much it. I personally prefer bringing a tempest over druid for most of my groups, but druid is one of those classes that does so much mediocrely enough that it's preferred.

     

    But in trainings and stuff? You better believe I'm bringing an auramancer. Rebound, raw heals, boon support and respecatble personal damage from a healer all make it shine way brighter than a submarine cosplayer.

  6. I am curious as to these calcs - I've run boon auramancer, shoutbreaker, and heal scrapper and of those the healing style seems so wildly different between them. I'd bring auramancer for solohealing stuff like VG or SH (xtra spicy), but scrapper for stuff like Rainbow Road or WvW. Is there a methodology for accounting for the nature of healing (burst, mitigation, over time), or are all of these numbers on theoretical raw values at 100% efficiency?

     

    Just curious!

  7. > @"Icetea.3204" said:

    > That and the moving due to air 5. There's a bunch of other small things too.

     

     

    Air 5 dagger is a pain but warhorn and focus don't move you, I believe. I haven't played power weaver in so long I don't actually know what weaponsare used on it anymore.

     

    But yeah, condi tempest is definitely my recommendation for an easy ele DPS, and with kegendary gear you just swap to all harrier's for what is arguably the best bursthealer in the game (that can still provide like 8K dps if done well) as well as perma prot might fury and regen for their sub. Also more cathartic than druid. :)

     

  8. > @"Icetea.3204" said:

    >

    > Idk man. Power Weaver is super simple and while condi weaver presses a lot of buttons its still a very consistent pattern. Definitely harder than pweaver tho.

    > I don't agree with tempest being easy tho. Probably one of the hardest rotations to play in an actual fight due to the amount of movement involved and conjures being a huge pita to pick up.

     

     

    Condi tempest doesn't use pickups! Three glyphs, signet of fire, dagger warhorn. Very simple rotation with high damage numbers and utility skills boil down to "generally off cooldown, but glyphs only in fire attunement."

     

    Power tempest and weaver both use pickups though, which, while a satisfying rotation are ridiculously hard to get used to.

     

  9. > @"weaponwh.9810" said:

    > ty, i always thought tempest have one of the hardest rotation, but got very good dps. btw hows DH rotation?

     

    Tempest has a generally easy rotation. Weaver is the Keyboard Buster. Power dragonhunter is middle-of-the-road in terms of complexity but there's a lot of muscle memory and optimiziation of skill use to get the most out of it - namely cancelling aftercasts while being careful not to cancel skills too early, proper positioning and placement of traps, etc. Very good DPS pick if you out in time to master it.

     

  10. Condition tempest is a super easy DPS class and is acceptable on a large number of fights. Power berserker is also a good one and shares its gearset with Power bannerzerk, allowing you to fill two roles with the same class while still doing respectable damage. Condition soulbeast is also a very easy rotation, all things considered.

  11. Maybe not mushrooms specifically, but perhaps region/zone specific assets that function as mushrooms (like the plate in Salma district for example). Help keep theme and immersion while allowing the map to be more organically explored (even if mounts will, by and large, be the go to). I think you have the chance to REALLY integrate the last two expansions and make them a cohesive whole with the third one, while adding flavor to specific regions.

     

    Regarding locking content behind these, there is a VEEEEERY fine line that has to be toed. I think optional content is fine - jumping puzzles, exploration easter eggs, maybe even some achievements, etc. But main story missions or required new-expansion content would be a hard no. Integrate, but not alienate.

     

    Please, ANET, I'm willing to wait a little longer for an expansion, so long as it's one that serves as a culmination of everything we've gained so far. This can be great, and we all want it to be!

  12. > @"Daddicus.6128" said:

    > Thanks, Ayrilana. I don't do raids, so that's probably out for me.

     

    Just do Conjured Amalgamate and Adina + Sabir weekly and you'll get enough shards in a few weeks to blow through the collections. You only need like 600 shards to complete the entire collection, which is hardly anything at all. You can do it!

  13. I may be alone here, but I prefer the more subtle footfalls and effects of newer (and older) legendaries - it's why Howler, Shooshadoo and Sharur are some of my favorite legendaries so far.s Some could be a little more visible, sure, but I'd hate to see them as in your face as Twilight or Kudzu (even if Kudzu fits my Olmahkan Druid perfectly).

  14. **To preface this, this is written from the perspective of someone who runs a small guild of mostly IRL Friends, less than 20 people total. Some of the issues mentioned really aren't seen in max size, max level guild halls, or at least not the the same extent. These changes also touch upon the scribing profession, as pertaining to the act of crafting decorations as well. So, Let's begin.**

     

    I love the guild hall feature in this game. Every time I enter the Lost Precipice or Gilded Hollow, I'm just floored by how beautiful and expansive the hall is, as well as how much detail has been put into making this location look so gorgeous. Being able to decorate little alcoves of it to tell a story or make it feel welcoming, or to even serve as a meeting place when planning guild missions or screwing around before raids/fractals is really great; it's a home that everyone can share and really make their own. It's just ridiculously confusing and prohibitive to do so.

     

    Now, I recognize that some of the larger, flashier decorations should require some extra work to get them - it's quite an achievement to have a massive globe of tyria in your hall, and should require gift of exploration to make! But other items, ranging form mounds of snow to simple bushes and furniture can feel just as difficult to make at times for a variety of reasons.

     

    * Price - Even basic decorations needed to craft higher complexity decorations can cost between 24-50s a piece. No counting the materials needed to be pruchased to craft these, even a simple bush upgrade can be anywhere from 1-5 gold (depending on how deeply nested the bush you want to make is). Due to the size of these bushes, often they'll require multiple bushes to make the placement look cohesive or pleasing, quickly pushing even a small decorating project into the low 10's of gold. **I'd love to see if the price of basic decorations needed to craft these things could be dropped substantially as to make cost not as big a decision in crafting these decorations. Reduce overall raw material item requirement in crafting recipes.**

     

    * Nesting Recipes - This part is more frustrating than anything. To craft a single tier three decoration, you'll need a lower decoration, a scribing kit, and usually a third ingredient to serve as a catalyst. Scribing kits each require in set and pens and paper., and each of those further require nested items to craft. This means that for a single T3 decoration, up to ~20 ish items are needed to craft a single decoration, and this is a nightmare. **As implemented, I don't know exactly how this could be fixed. Perhaps offer the items as purchasable goods from vendors, requiring the components that they currently do?**

     

    * The Synthesizer - This one is a minor annoyance. I appreciate the inclusion of the synthesizer, and can understand what it's supposed to simulate, but at this point all it does is sap the motivation to actually complete any crafting. Why can't you queue entire stacks of schematics to at least put the machine on auto while you're crafting? Or better, why not automatically add the decorations directly to the guild hall's stash once they've been crafted? They can't be removed or traded, so at this time the only purpose of this synthesizer is to waste your time. **Remove the schematic synthesizer, or make it such that you can queue stacks of schematics all at once.**

     

    * Separate Decorations Tab - This is a very minor gripe, and it's addressed partially once you begin decorating. Give decorations their own guild interface tab and make them easier to find and use. Currently they're stashed away under "storage," on which you have to double click a decoration to begin decorating. Not the hardest thing in the world, but confusing if you've never done decorating before.

     

    * Increased Deco Limit - I've never personally encountered this outside of my larger max member guild, but it is an issue if items are used to create jumping puzzles, rollerbeetle tracks, or even complex sub-locations within a guild hall. I want to be able to really show off the member's creativity as well as the asset designer's hard work. **Increase cap for decorations!**

     

     

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    This is pretty much the entire list of fixes I'd like to see right now. Again, they're mostly small fixes, and for content that is underutilized at the moment. I'd like to see more functionality added to the guild halls themselves (Crafting stations, as an example), but I'm more than happy to play with with we've got now... if only it could be made a little more friendly and intuitive -to- play with. What about you? Do you have any other QOL changes you'd like to see made to decorations/guildhalls in the next expansion?

     

    -Wisty~

  15. > @"Nogothanc.5014" said:

    > The tower is fine as it is and the challenge has been reduced already. Today, you dont see the other player characters in their real form. Today the other players are nearly invisible. Do you know how hard it was as every player was visible? How hard it is when you have Charr and Norn in your group and you cant see where to jump because of these big guys? That was a real mean challenge.

     

    I can only run this puzzle on my max size charr. It feels wrong any other way. But I also loved faking others out on the end clockface jump too by faking a jump early... So maybe I'm the one who is wrong?

  16. I see this when I go to my EU alt to raid at reset. 300LI groups for non-CM Cairn and other ludicrous things, all sitting at 4/10 for what seems like forever. Eventually it jumps up to 5, only to drop back down to 4. Yet I make my own Cairn, Semi-XP and within 5 minutes it's full with a relatively reasonable comp. Get the clear in a few pulls and move on with the night It always makes me chuckle too, because from personal experience, these high KP groups tend to be just as disorganized and full of struggles as any other group, despite holding out for "perfection."

     

    So often times, I don't think it's so much the fact of off-peak hours causing delays as it is players just not wanting to /deal/ with someone who requires the ridiculous for something mundane. But ultimately I don't see a practical way of changing this mindset, especially since "KP=experience and Exp = smooth clears" is a reasonable line of logic, if not always correct.

  17. Fun fact - it took me less time to get a full set of WvW leggies than it did for Raid Leggies. Theoretically, yes, jt takes less time for PVE, but there's a lot of factors at play that drastically increase this time... Notably, clear times. A FC static of average raiding skill takes 4-6 hours. On average. Usually more, though, whereas in a pvp season you show up every day, play 5-6 matches, and you have the final track done in no time. Faster if you win. Or wvw, show up K-train for 2-3 hours a night and you are usually at least mithril tier by the time Friday rolls around. A little extra time sat and sunday make that diamond tier.

     

    All in all, the comparative effort is about the same when accounting for time spent overall, byt pvp and wvw are by far easier and "faster" to get if you even passively play those modes.

     

  18. > @"Leonidrex.5649" said:

    > 0,25s immob without icd could be reasonable

     

    See, it sounds reasonable but that's the kind of thing that would NEED to be tested and iterated on. Not "here's four months of an awful unfun rune to play against!" But maybe a 2 week test cycle where changes are hard looked at and actually evaluated and adjusted/reverted if needed.

     

     

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