Jump to content
  • Sign Up

Eponet.4829

Members
  • Posts

    64
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Eponet.4829's Achievements

  1. It's even easier in Sandswept Isles. One of the bounties in the south-east spawns just barely out of range of the mob. I ended up drafting them for help a couple of times while doing my Seasons of the Dragon bounties there.
  2. It actually doesn't. In FF14 endgame characters (to filter out the low level bots) the human female equivalent (Hyur) is actually middle of the road at 8th/15, behind male Hyur, female Au Ra, female Lalafel, and both sexes of Miqo'te and Viera. I couldn't find a race/sex breakdown on WoW since their things tend to be more race/class focused, but humans in general are only second to blood elves there. So unless there's some reason why blood elves have a noticeably higher proportion of male characters, the human female is unlikely to be the most common there either.
  3. More important than skin effects would be spell effects. The effects on skins are generally pretty minor, but the real problem is that when enough people are throwing around enough flashy spell effects, the animations of human sized bosses can become near impossible to read which is an actual detriment to gameplay. FF14 has the option to turn down other players' spell effects to only the ones that would be relevant to your own decision making (e.g. combo fields, ground targetted regen etc.).
  4. Why would it need to be AFKable content? It could be put as a reward for something like duels in FF14. The thing to keep in mind is that I feel that the main reason people dislike raiding in GW2 is the fact that the general playerbase is not very good at mechanics, and often tends to quit after one or two fails. Which in turn makes PUG progression an incredibly frustrating experience through a rotating cycle of people don't know what they're supposed to be doing. When I've made training/progression raids, I've often had people wipe to screwing up mechanics and then say that there isn't enough DPS as if expecting the answer to every problem is just to burst everything down and pray that you never have to learn how fight mechanics work. Playing GW2 really made me appreciate the FF14 PUG Landscape's ability to handle and learn fight mechanics quickly, and I can only assume that it's because even the easy parts of the game encourage doing them. I feel like open world duels would make raiding better by actually giving the typical playerbase a reason to actually learn and do them on a regular basis since as individual challenges they're not something you can just get carried through by getting enough people, or in raid's cases, paying people to carry you through it.
  5. I've found Sword/Sword Vindicator very solid for solo play. http://gw2skills.net/editor/?PmwAwyJldQmMH6k1QpsHCl9RqsAqkp81fsC-zRRYBRHn/cQBlRtpQFVgtDA-e Damage is pretty solid with good self-buffing ability, and running Devestation/Invocation/Vindicator Jalis/Legendary Alliance stance gives excellent self sustain between having three heal skills + devestation lifesteal, multiple condition cleanses from Blue Alliance Jalis and condition cleansing on legend swap, and the ability to dodge for ages between sword 3, energy meld and vindicator's ability to refund energy on dodge in order to buy time for cooldowns to come back up if really pressured. Alternatively, I've also liked Deadeye a lot. It's better to run two build templates for it though. In either case, sustain is pretty solid from its 6% healing from crit damage and condition removal on hide in shadows and assassin's signet (though if you do use it you need to start hitting from behind/the side to get back to 100% crit chance while it's on cooldown, which is unreliable in solo play). One that's Deadly Arts/Critical Strikes/Deadeye, taking deadly arts for a bunch of bonus damage and power modifiers from the dagger trait, revealed training and executioner. Deadeye actually has usable AoE from rifle skill 2, but since it costs initiative, you need to rely on ways to generate it. It does a lot of damage with excellent self-buffing from Malificent Seven, but it's very single target focused. http://gw2skills.net/editor/?PawAQhjlFwwYisHmJO6L7vOA-zRRYBRNVF9cI1WKjaThKqATGAA-e When there's a lot of weak AoE situations where targets are often dying before reaching max malice, I like to switch to a trickery/critical strikes/deadeye build. You lose ideal situation damage by dropping deadly arts, but deadeye's mark refreshes whenever your target dies, meaning that you can still get your might/fury generation without needing to reach max malice if your marks keep dying in 2 hits which is very common with regular enemies, and the initiative regeneration on mark as well as higher mark pool means that you can sustain rifle 2's AoE blasting for much longer without needing reliable malificent seven procs. http://gw2skills.net/editor/?PawAQhjlFwuYisHmJW2XnvOA-zRRYBRNVF9cI1WKjaThKqATGAA-e
  6. It makes sense, but it's also kind of so insignificant that I also feel like if it does become a thing, it'll get stuck at the end of the pipeline for forever.
  7. There are. I feel like I saw more male Hrothgar and Roegadyn wearing the FF14 version than I did female characters.
  8. Something to keep in mind is that mesmer strength is more of an approximation than a hard scale. There isn't really a hard and fast progression path, so what one mesmer can do, another might not be able to. Since they're the two we have the most information on, both the player character and Kasmeer have access to things that the other doesn't. e.g. Kasmeer can open portals at short range where the player character needs to physically walk to where s/he wants to open a portal, while the player character can manipulate time by a few seconds.
  9. Then I really don't see why it would bother you. I play a custom high sustain LI Deadeye build in casual solo PvE that literally just kneels, marks the target and then repeats: - 3x Rifle 3 - Stealth skill/Rifle Dodge - Stealth attack. When I can get the right setup, even with only 14-15k solo DPS it still feels like it absolutely shreds through solo enemies at a disgusting rate. If mechanist can self buff with might and fury, then even after the nerfs its solo damage is probably at least comparable to that without the limitations of needing to think about positioning or limited use of dodges/shadowstep to reposition while kneeling. Pretty much all solo content feels like it's tuned more around the 6-10k mark which it should still easily more than hit.
  10. I'm pretty sure the main issue is that when the writing comes across as preachy, the world loses its verisimilitude and ceases to be an immersive experience. It's why the biggest issues all come from dialogue rather than actual events, where in EoD in particular, it feels like a sizable proportion of the cast all had the same person occasionally add in his/her own commentary after each point.
  11. Guides suggest Viper's Gear because even if you're primarily doing condition damage, the power isn't useless because most condition applying skills also do some degree of direct damage. Additionally, a lot of classes have traits that cause critical hits to apply conditions to varying degrees of effectiveness (ranging from pretty meh in the case of elementalist's Arcane Precision to absolutely amazing in the case of Virtuoso's Jagged Mind) , making the precision from viper gear even the condition damage part of your damage above what you'd get with Trailblazer.
  12. There's no diminishing returns. Instead, the two stats have appreciating returns with each other. The full formula for overall damage is (1+0.00067(expertise))*(Condition base damage + Condition damage coefficient(Condition Damage)) To illustrate, Assume that a given skill inflicts 10 seconds of burning. 0 bonus condition duration or damage from other sources. Burning does 131 + 0.155(Condition Damage) per second making the formula for the skill's damage 1310+1.55(Condition Damage) over the full duration. Each point of condition damage adds exactly 1.55 to the total damage no matter how much you currently have. Conversely, expertise adds ~0.00067% duration per point. So with 0 condition damage, it will be adding (0.00067*1310) damage per point, or 0.873 points of damage per point of expertise. By that logic, condition damage should be significantly stronger. However, consider another scenario where you already have 1000 condition damage and 0 burn duration. The formula instead becomes (1+0.00067(additional expertise))(2860+1.55(Additional Condition Damage)). Adding an extra point of condition damage continues adding 1.55 damage per use of the skill. However, adding an extra point of expertise now adds 0.00067*2860 = 1.9162 damage per skill use. It's basically the same deal as with power, crit and ferocity. The more you have of one, the more valuable the other stat becomes.
  13. Wasn't Core Elementalist actually just fire staff camping when not using the pre-damage reduction Glyph of Storms (which dropped into air to cast)/Ice Bow 4 (Which switched to water for the bonus damage trait). It really wasn't that difficult to play, especially since every core game dungeon boss usually died in seconds with a coordinated party.
  14. Firebrand. Willbender is playable if you like it, but Firebrand is one of the best healers, support dps and pure dps specs in the game.
  15. That's missing the point. The point s/he was getting at is that the game design was warped around the assumption that people would have access to those things. What s/he dislikes isn't the ability to use them, but the way the game was designed because of the fact they exist. Compare Core Tyria to HoT, you see a reduction in number of waypoints available per zone, but the maps are also significantly smaller so that you could get where you wanted to in a similar amount of time. Then Path of Fire vs Heart of Thorns turned map size way up back to Core Tyria levels at the same time as cutting the number of waypoints even lower than Heart of Thorns levels. You can choose not to use mounts, but you can't choose to change the maps so that they aren't tuned around mounts.
×
×
  • Create New...