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paininverter.2930

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  1. I run three Rangers: Soulbeast, Untamed and Druid While the first two specs are the strongest generally speaking, the Druid build I came up with has insane CC, good condi DPS (I don't use staff, it's useless) and survivability. So, yes, if you build off-meta and get creative with your gear and skills you run, Druid can be strong offensively while also offering heal skills (two of which actually offer CC and damage at the same time) and have good survivability, as well as being fun to play. I can kill almost just as fast as my Soulbeast build, no kidding, as well as shut down enemies and destroy defiance bars. So, no offense, but the statement: "Druids are not good in openworld unless you are in a party with DPS players" is absolutely incorrect. I do melt enemies faster with Soulbeast, but the build I recently came up with for Druid isn't that far behind and I'm actually rather hooked on playing it lately.
  2. The general changes to Berserker are excellent across the board! But, intentional or not, it now makes running a bow Zerker viable and effective! I've always loved the bow on Zerker, but it was never really feasible until now. Having both Burst and Rage available, plus some extra shots available, now makes it an EXTREMELY fun and VIABLE option. Thank you, GREAT JOB, and please keep things as they are, finally!
  3. Edit: The fix to this issue is to show skill outlines, which I just experimented with, which is incredibly annoying. I always have that setting off, but I guess it is what it is. If anyone knows of another fix aside from this, please let me know.
  4. Edit: The fix to this issue is to show skill outlines, which I just experimented with, which is incredibly annoying. I always have that setting off, but I guess it is what it is. If anyone knows of another fix aside from this, please let me know.
  5. When placing a Preparation, who's animations and visuals were implemented nicely a while back, I don't see any sigil on the ground and when I set them off, there's absolutely no visual when set off, it just damages enemies. Is this visual glitch something that can be fixed in some other way? It's literally the only skill from any class that has no visual for me and as far as I remember I used to see it. What could be going on? I had another Thief do it in front of me just now and I can't see the visuals even when they do it. I have everything maxed, running a high-end system, everything else in-game looks correct from every other class and skill and I run almost every spec, literally. Running recent drivers on system etc. Everything else shows fine. I have DX9 ticked which has been that way for as long as I remember. Thanks in advance.
  6. When placing a Preparation, who's animations and visuals were implemented nicely a while back, I don't see any sigil on the ground and when I set them off, there's absolutely no visual, it just damages enemies. Is anyone else having this issue? Is this visual glitch something that can be fixed in some other way? What could be going on? Edit: I have another Thief do it in front of me just now and I can't see the visuals even when they do it. I have everything maxed, running a high-end system, everything else in-game looks correct. Thanks in advance.
  7. Is there something I'm missing or are there literally only the four areas in the expansion? The world, IMO, is beautifully designed. However, much of it is empty and needs to populated with more NPCs and definitely more activities. My main concern/disappointment, however, is the size of the land masses and the fact that they're not nearly filled out as they should be, especially for this being the last expansion. I'm not even going to compare it to GW1, but just on GW2's own merit and what could have been offered here. I've seen people discuss that there's probably LW content coming that will open some areas, but no one knows that for sure and, even if they do, how do we know how much they plan on? There's definitely areas that visually look very much they're meant to be open content the way they're laid out and given what the areas should represent, but we've really no idea. There's only one area with the number 80 over it currently, but an entire content in all directions ripe for potentially great content and design. What are the chances that, hopefully over a relatively short period of time, that far more of the continents are going to open through LW stories etc? Jade Sea area, straight south of the city, west of map, even the islands up north... all should be available for players to experience some (hopefully) interesting content and have far more to do, in my opinion.
  8. No, I don't use invisible bags... but I did make the friggin' mistake of using chests that I didn't even notice I bought. Wow, almost 3,000 hrs in the game and I literally completely didn't notice. Alright, absolute stupid mistake on my part. I'm glad you made mention of the bags, because I just wasn't even catching what I was using. Issue resolved.
  9. Appreciate all the feedback. Yeah, even without the defiance bar, some are affected while others are not, at least not all the time. I definitely notice on some enemies, when enough chill is applied, they literally do almost nothing, so it must be properly affecting NPCs as it does players correctly. When it comes to elites, bosses etc, they get fully CC'd and chill eats through break bars. But, yeah... it depends on how many skills an NPC has, what it's cooldown rate is and how much chill is applied. I've been really paying very close attention and, when enough chill is applied and kept on especially, a lot of enemies can barely use any skills. As I said, it's really a pressure build, and it does definitely seem to work really well in slowing (of course) but almost shutting down enemy casting abilities for decent intervals, while doing decent damage via vulnerability and bleed from chill when running Reaper spec. The TTK difference between Scourge (which I usually melt everything with) and this build is like two or three seconds at the most when a rotation goes well, with the advantage that it shuts them down, making up for the TTK by not taking much damage yourself because enemies cast far slower. Well, I'll keep playing with it, see if I can tweak any more, but it's been very useful thus far. Again, thanks for the feedback!
  10. In PvP, it's obvious (especially upon testing with my other half) that, aside from break bar CC and physically slowing movement, that chill greatly adds to recharge time on skills used both before and after they've been cast. However, in PvE, sometimes it's difficult to tell. Are creatures effected the way players are when chilled? Are chilled creature's cast/recharge times slowed "behind the scenes" in the same way? I've been testing a Reaper-based chill-focused build, it's turning out to be a very heavy pressure build, and it definitely controls the battlefield in PvP and seems like it does in PvE, but is hard to tell if creatures are just using skills less because they're generally slowed, or the casting times for their skills are greatly increased. With some creatures in PvE, when enough chill applied, aside from not moving much and shutting them down physically, they barely cast... which tells me that they're skill recharge time is being greatly increased. With some other creatures, they might (or sometimes not) be greatly physically slowed, but keep casting at what seems a regular rate, such as hydras... hard to tell with them. Overall, there are certainly builds/classes who's TTK is far faster, like my Scourge, but I'm enjoying the generally working control effect, plus damage (bleed, vulnerability) that this Reaper-based chill-focused build offers. It's really effective at shutting things down while keeping pressure on. Just curious as to how exactly the mechanics are working, because sometimes it seems it's shutting down skills in PvE pretty hard, and other times not. Thanks in advance for any insight.
  11. P.S.S. Yet again, the animations are not working, so the issue seems to be on-and-off. Starting working out of nowhere, put on another character and it worked, switched maps and characters again, and it's stopped working.
  12. Hello, I just purchased the Foefire skin and transmuted a set of armor. It was working immediately, I entered an sPVP match, then the animated stopped working. Now the armor animation (lit candles and most of the lighting) doesn't work at all on any character anywhere in-game. The skin is very expensive, so I'd greatly appreciate someone looking into the issue. Please let me know, thanks much. P.S. This seems to be an on-and-off issue. The skin's animations have returned to working out of nowhere. But will see if the bug continues.
  13. People need to relax. I didn't say to refocus the spec, just to add the options. Yes, Mes already has heavy condi specs, but the "point" is because the playstyle and the visuals are excellent, and there's nothing wrong with having options in a game to allow for a variety of playstyles. The bottom trait line and what condi there is, at this point, is useless. Nothing wrong with the devs attempting to implement multiple options, if possible, if that's what someone particularly enjoys.
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