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Littlekenny.4196

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Posts posted by Littlekenny.4196

  1. On 2/9/2023 at 9:51 AM, Cyninja.2954 said:

    With flying mount.

    Still, by now you can use addons like Blish Hud, which basically give you an exact route to run as long as you are able to follow a strait line:

     

    Any one taking 20h+ for core Tyria map completion today is akin to a WvW player who regularly drops participation or decides to intentionally avoid 5 minute ticks.

    Do you by any chance know how long it takes to get a flying mount? I was thinking I might try get GoE if it's 9 hours.

  2. 20 minutes ago, Cyninja.2954 said:

    2 GoE take around 8 hours if speedrun. So a regular time assumed would be more around 10h (and likely more for regular players, still 4-5h per gift are possible). Boosters don't provide any benefit.

     

    1 GoB is 8h, 6h with common boosters, 4.5h with every boost. Not counting potions.

    Using those numbers, any exchange between both should mirror either time investment.

    2 GoE per 1 GoB for example.

    Probably not a popular suggestion for the PvE crowd, but talking pure time investment, that is where it's at.

    Not factoring for if this is a good or bad idea overall.

    Is that speed run with or without a flying mount?

  3. I don't think it was considered that making roll for initiative give 4 initiative instead of 6 stops the combo of vault->vault->weapon swap(hydromancy)+>RFI->steal->dodge->vault->vault being able to use it's last vault without having to wait for initiative regen, and having that pause allows the enemy supports to get up back up when the purpose of that 5th vault is to put overwhelming pressure down.

    The condi cleanse on trickster didn't really serve any benefit so that's now useless and I guess bountiful Thief has no competition.

    • Like 2
  4. I'm extremely concerned that this is going to force pirate ship then kite enemies into traps in WvW. It's already the strongest strategy and now with the mantra nerf, or punishes any alternative. Also it will have no impact on the support selection, firebrand is still mandatory.

     

    To nerf this there should be a matching nerf to boon rips and/or stability and stunbreaks to alternative classes.

     

    I quit when HoT forced a pirate ship meta and I'm confirm gonna have to do it again with this.

    • Like 2
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  5. Gandara opened before relink and had a decent amount of incoming transfers to the point where no link was needed any more.

    Now we have a link people will claim that the previous claims of not being full while marked full were not true but they very much were true and it was an issue, but then we opened and the issue was resolved, and now we have a link and lots of queues.

    • Haha 1
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  6. On 7/29/2022 at 7:50 AM, Serephen.3420 said:

    I mean it could be a good sink, so long as it's aimed more at reward boosts than combat.

     

    Another thing that could have been nice, but probably won't work with alliances anymore is that depending on your server position in the match you give everyone on your server a magic find boost or something. Like what favour of the gods did in gw1, except different. 

     

    Might motivate more people to help their server. Back when server pride was mire of a thing at least😅

    Pretty sure that uses to exist. I think there were various boosts and I don't remember exactly how they worked but doing things in WvW got bonuses for your server in PvE.

  7. 10 hours ago, Mariyuuna.6508 said:

    Sorry, I mistyped when I said CC, and I meant strip. And unlike now, strips were taken in many builds because there wasn't a bunch of competing utilities. The original boon punishment update was heralded for "saving" the game, and everything leading up to it was almost as bad as it is now.

    Strips were taken on necro and mesmer but I don't remember any other class taking or even having them. I'm very confused at what you mean by "The original boon punishment update was heralded for "saving" the game, and everything leading up to it was almost as bad as it is now.".

     

    There was no excess of boons that needed to be punished pre HoT and the herald came in with 1 hammer skill hitting harder than an entire guild pre HoT and was a big negative to the game (also pumping out boons and other weapons pumping out conditions). Also druid came about in that expansion making the start of the dedicated healer role. I think the game was in a much better state pre HoT and an even better state pre stability rework.

    • Like 1
  8. 4 minutes ago, Mariyuuna.6508 said:

    At one time, Stability basically didn't exist. Because it didn't stack, so any CC would remove all Stability from someone, and this resulted in a CC meta that lasted nearly 3-4(?) years in which Hammer Warrior was the main frontliner.

     

    The Stability change to stack in intensity was made for a good reason., and even now you still end up in situations where players remain stunlocked until they die, especially in PvP.

     

    The problem with zergs in WvW has nothing to do with Stability, its because defensive (like those that apply boons) skills affect the same number of allies as offensive skills affect the same number of enemies, meaning they always cancel each other out resulting it becoming a pure numbers game.

     

    For the smaller group to have the advantage, offensive skills must affect more targets.

    Original stability stacked duration and not intensity. It also did not get removed when you were hit by cc and there were far less strips in the game so maintaining stability was an intentionally controlled thing and getting cc'd almost always meant somebody made a mistake.

     

    Directly after the change to stack intensity there was. I internal cooldown on a cc ripping the stab. During this period, zerg busting was dead since more cc meant you couldn't stab through it.

     

    After the change to add a 0.75s internal cooldown, extreme scale zerg busting 20 Vs 80 (before player caps were reduced) was impossible and any form of zerg busting was significantly harder. This then caused a full move to pitateshit, which was already being toyed with by top GvG guilds before the stab change.

     

    The game then continued in the direction of numbers being more important than skill.

    • Like 2
  9. 1 hour ago, Threather.9354 said:

    With decent amount of alacrity (80% of time), both "Stand Your Ground" and Crashing Courage will be on less than 22 second cooldown. That is 2 sources of 600 radius multi-stack stability on short cooldown. Firebrand does start with 3 stacks on elite mantra but 1 stack stability is very unreliable.

     

    If you also run Renewed focus in this build and you will not have any problems with 100% upkeep on stability for first 35s of the fight. Issue is not amount of stability but lack of initial stunbreaks from having no elite mantra stacks.

     

    The stunbreak is instant, AoE stability however has that 3/4s delay.  Biggest thing to note here is that it is party stunbreak due to 600 radius compared to firebrand elite mantra that has more control  saving people outside party

     

    For yourself, you have less need for resistance since Flowing Resolve F2 removes immobilize upon cast and F3 can be used to reposition while immobilized. Having so many repositioning tools and evades means you can always survive deadly spots and start immediately saving allies. Skills like purging flames are a good pseudoresistance tool. Dura runes have also been rearing their head in the meta again making resistance upon first engage less important. Fears are the bigger issue but as condition cleanse work against it, other classes in party can help with it.

    Firebrand traitline itself isn't superior to healing than willbender (150 Healing power with quickness vs 120 healing power always) so it just comes down to Alacrity + Weapon skill cooldown reduction + Regen upkeep  vs Healing tome and extra aegis applications.

    Since Mace 3, Shield 4, Shield 5, Staff 2, Staff 4 and "Receive The Light!" all heal decent amounts with short cooldowns, having extra usages on them will beat 40s cooldown tome and 2 aegis on 60s cooldown in healing. Willbender also has 1200 radius regen (F2) on very short cooldown.  Of course the mobility helps with healing as well~

    Final words: I am not saying willbender is better than firebrand, I am thinking it is somewhat equal as neither gives the feeling that they are bad at something they should do. But it is definitely more fun to play and absolute unkillable menace for the enemies

    The trait giving crashing courage stab has a 30s icd doesn't it? Also the mantra stunbreak is essential because stability is going to get stripped. Also aegis mantra helps with cc since the cc skill can be blocked by it.

    Still looks nice though.

  10. I played minstril FB last night for 2 hours 30 mins, I ended the night on 78 bags. This is more than I would normally get on scrapper, less than I would have got on melee DPS which is also less than I would have got on DH or Rev.

    In last night raid it was less than a DPS but not by a huge amount.

    • Like 1
  11. I think an underappreciated part of the firebrand kit is that the mantra is an AoE stun-break which is fairly rare but then it also has 3 charge on a low cooldown putting it so far ahead of anything else. Vindicator alliance stance has an AoE stun-break but it's energy cost will get your party overwhelmed by damage and conditions. That would be a nice place for them to look potentially.

    • Like 1
  12. 4 hours ago, Hesione.9412 said:

    One way would be to remove stab from the game and everyone is either DPS or cleanses/heals/strips.

    Firstly, removing stab would remove most of the gameplay since when a person is hit by cc they can't really play the game.

     

    Secondly, pre-HoT the person providing stability was also doing a good amount of dps.

    The differences since then are dedicated supports with crazy access to boons and the concentration stat so they last ages, crazy boon strips so there is rng on what boons applied actually stay, classes which are dedicated healers able to keep everybody's health up, an increase in Condi damage and the expertise stat so cleansers are required, the removed of retaliation so full berserker classes can DPS from range with no punishment, higher damage classes so that healing is also required.

     

    This game wasn't originally designed to have the holy trinity so adding that in kittened it up.

    imo

    • Like 1
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  13. 4 hours ago, Hesione.9412 said:

    My experience:

    DPS: lots of bags

    Support scrapper: quite a few bags, although not as many as DPS. Somewhere between 50-75% of the number DPS gets.

    Support FB: maybe 2, my max for 2 hours at peak times has been under 15.

     

    Conclusion: being a stab bot is the problem because you don't get kill credits if most of what you are doing is stab.

    Should still be throwing swiftness symbols in to proc enemy aegis and using holy strike, shield 4, mace 3, tome 1 pull, which can all tag although still less loot than a DPS. Also from the time I've played on NA it was 95% throwing ranged damage at eachother so in that scenario I can see getting 15 bags.

  14. There is a loss of 35% outgoing healing from the last trait in salvation but the additional cleanse on dodge, more frequent dodge, and possibility of using ventari without getting overwhelmed by conditions might help overall. Does look like it's pushing to be another minstril support with the protection application and less gain from boosting healing those which is kind of boring 

    • Like 2
  15. 1 hour ago, UmbraNoctis.1907 said:

    Why? I just explained that total population might not be the only factor when links (or the lack thereof) are considered.

    If players would actually play normally instead of trying to artificially tank the server's population, that alone might already improve your situation. Would you steamroll in T1? No, ofc not, but you could be competitive against other lower populated servers instead of being outnumbered everywhere at any time then complain about that self inflicted situation. It's not like T5 can't be fun.

    Pre strike it took people playing for >10 hours per day every day to just scrape into T4. Gandara does have more players than people think, but not enough to compete with anybody. Even with people playing huge amounts of additional hours, for most of them we were still outnumbered on every border having to fight 50+ with 20-25 while another blob from that same enemy server was capping another border.

    Gandara does get queues but they are maybe twice a week and single figure on 1 border when there is only 1 enemy group to fight.

     

    T1 when linked with Fort Ranik was because FR had a significant amount of incoming transfers.

    • Haha 1
  16. 3 hours ago, Sahne.6950 said:

    You have to do the Dragonfall rewardtrack over and over and over again. It is pretty good money!

    Also there is no way you are loosing money when playing WvW. Buffood is raising in price lately, but its still only like ~1 Gold to keep you buffed up for 5 Hours. If you want to safe a buck, just use the canned food from the wvw reward chests.

     

    No replacement for Bountiful Maintenance Oil and that is almost 4 gold for 5 hours.

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  17. 6 hours ago, SFShinigami.1572 said:

    Sometimes I wonder if Gandara has an alt problem.  People want to follow Cormac late into the night on weekend but as soon as he is gone its a ghost town.  It makes me think they go to different accounts on other servers to play those times.  Since one of the effects of being unlinked is, generally, transfers out, but Gandara never opens, that means nobody is transfering out. Hence it never opens up.  People are sort of just skirting the system with alts.

     

    Now, I know at least a part of the algorithm for server pop is wvw time played, but they've never said EXACTLY how its figured.  Maybe this unique behavior is gunking up Gandara's status?

     

    Its all wild guessing on my part anyway. I can't really think of any other reason considering how its suffering currently but stays full.

    There are transfers out but Gandara still doesn't open. The biggest example I can think of is Kazo but there are more players that have moved since the last time Gandara was open.

  18. 5 hours ago, Mike.2907 said:

    Decided to get a new video card.

    Stuck on deciding 6600 XT, 6700 XT and 3060 TI

    I been also living in the past with a 720p monitor(ugh) - next upgrade

     

    Anyone have either of these cards running WVW at max settings on:

    1440 p * most desired

    1080 p 

     

    Is there a difference in quality, FSR, Ray Tracing or Performance?

    Could not find anything on youtube comparing the cards playing GW2.

    Any suggestions would be much appreciated.

     

    Cheers

     

    PSA - clean the dust from your video card, I neglected mine it's gone to hardware heaven. 

    It sounds like your GPU is dead and you are now running of integrated graphics.

    Is that the case or are you on a backup GPU or not able to run at all?

    What CPU do you have?

    Wat other games do you play?

    What is your target frame rate?

    What character model limit do you run and want to run?

    What character model quality do you run and want to run?

  19. 29 minutes ago, Sahne.6950 said:

    in other words... a newer CPU might actually be worse than a older one, because the newer ones tend to have more cores for example8. You need a CPU that has a strong single core performance. Which sadly alot of the newer ones dont have... they just spam 8 cores, which 4 of them you can not even use when playing gw2.

    For example a old 4 core CPU will be better for gw2 than a newer 8 Core CPU, eventho the 8core has 40% more performance on paper.

    A newer CPU is only gonna be worse than an older one if you are getting a lower tier version in a generation that had a minor performance increase or of you are switching from an Intel/and CPU to the competitor in a generation where the old one was far ahead. The presence of 8 cores does not hinder the 4 core performance and the single core performance doesn't have to drop unless you are going to the extreme end of core counts where the clock speed is lower.

     

    I have no idea where any of the information leading to your conclusion could have come from but you should probably take another look or be specific in the example since the old outperforming the new would require specific choices of CPUs to compare and would either be an unfair comparison or a known bad choice.

  20. 1 minute ago, Sahne.6950 said:

    well not true kinda... gw2 uses a old engine. It doesnt even fully use all cores of your cpu. Newer cpus just spam more cores... when in reality you need a few, good cores. i think it uses.... 4?  someone correct me please.

    i am rocking 80+ fps... when i had under 40 previously...  NO WAY, i would sit at higher fps right now if i kept my gpu and upgraded the CPU. thats just not true.

    but i get what you are saying CPU>GPU in alot of games, but the problem with gw2 is simply that it cant fully utilize the newer CPU´s.

    Newer CPUs don't just spam more cores. There are IPC gains too which means an newer gen CPU at 4ghz will beat an older gen one at 4gz at single core performance. The amount of improvement here differs between each generation though.

    CPU has a bigger impact in gw2 than most other games, you would likely get a bigger improvement from upgrading CPU but I have no idea how you would be getting 80+ FPS with a 14 year old i5, although I believe the first i5 came out 13 years ago.

    I know that the improvement from me upgrading a 7870ghz to 2 of them, then to an r9 fury, then to a gtx 1080 was comparable to the improvement of overclocking a 3570k to 4.4ghz but the improvement from that CPU to a 3600x was bigger than both of those together.

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