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Aaron Forestman.4758

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Everything posted by Aaron Forestman.4758

  1. Another option for legendary trinkets would be nice since those have very limited options to acquire them currently (particularly rings & accessories since we have 3 backpack options and 2 amulet options) and the floating orb effect doesn't work with a lot of character designs.
  2. It is completely correct that a GG before Mama is a waste of time, as long as your group has spent a collective 30 minutes practicing their builds. When we get pugs like this --> in my static, we let them grab their drink while we 4-man the fight (still faster than resetting the whole thing) then kick them because they couldn't read that they were told not to GG and clearly don't know their build well enough to do anything of consequence.
  3. If maces gave unintended DPS increases to ranger's power DPS builds, how were maces intended? Definitely not to be used as the sole weapon set for a build, that's practically never the case. This feels more like a lack of any math or testing being done.
  4. Remember the original Untamed nerf after it was allowed to actually be interesting for a while, losing Fervent Force. For that matter, look at one of the most consistently overperforming and easiest to play builds in the game: condi virt. Anet has consistently made the choice that skill =/= power, at least beyond the skill floor of an hour or so of practice. More and more higher skill level builds are getting shelved in favor of lower skill level ones.
  5. Between mist attunement and agony impedance account upgrades, you can have up to 45 account-wide AR if you invest enough time in fractals and consider that the number of characters you wish to play warrants getting the last two agony impedance upgrades. Needing 105 AR per character (or 100 if you want to count the 5 from the mistlock, assuming you won't lose it mid-fight) is a very low cost. Dividing the 105 over 18 infusion slots gets us down to needing an average of 5.8 AR in each slot. With 3 +6 infusions and 15 +5's, that costs about 7.6 total gold in thermocatalytic reagents (or 8.08 gold if you buy +5's for both weapon sets). Now, say you don't even want to put infusions in your weapons so you don't have to pay for them on each set. That brings us to 16 slots needing an average of 6.6 AR in each slot. With 9 +7's and 7 +6's, that costs about 11.73 gold (obviously the worse choice, but worth noting). This math assumes the person has spent the maximum amount of effort in augmenting their account, but if you want to constantly swap characters in fractals, you should be doing so. Even if you're just starting out and want a couple characters/builds to swap between, these infusions drop constantly and fractals are one of the best gold farms in the game. Costing a bit to prepare a new character isn't a big deal at all.
  6. The rewards aren't fine. It's the only fractal CM that doesn't reward an ascended ring or salvage kit for completion. By far the most annoying, compared to the others that are some of the most interesting and dynamic fights in the game, and for all that you get worse rewards than all the other CMs.
  7. Gen 2 legendaries have always had account-bound precursors, though after the first 4 it's just a bunch of crafting materials that can be bought. Nevermore, H.O.P.E., Astralaria, and Chuka and Champawat have all always required you to go through their full set of achievements as their only crafting method.
  8. Absolutely this. If you've been around since launch, you've seen how legendary equipment has evolved, seen the launch of legendary armor (3 varieties, soon to be 4) and runes, and had years to learn how all of it works. Your account is one of the rare situations where legendary gear is not just a convenience but also would save you money because of the sheer absurd number of copies of effectively ascended gear you'd get. At this point it's willful ignorance that's keeping you from knowing how upgrades work, and you can't blame the wiki or Anet for that.
  9. Losing Fervent Force, which used to reduce the cooldown of all of our skills by 4 seconds every time we hit with a CC, took away one of the few remaining highly technical builds in this game. Unfortunately, many people who weren't capable or too lazy to learn turned to automating this detailed build to make up for their shortcomings, earning a build that wasn't outshining other dps builds a nerf. Hammer is a capable weapon, but has to be paired with another weapon set to compete with other builds. Like most builds in the game: swap to the hammer, do what you can in 10-15 seconds, then swap back to your other set to do the same. Rinse and repeat.
  10. Not sure why it was labeled a cheetah, though both being unable to go underwater with it and already having a pet named stalker may have been reasons.
  11. The mace skills are looking pretty solid! Recharging themselves will make for quite interesting gameplay when used well. The one thing I was hoping for was a source of group stability, which we didn't get. I think that would be a better effect on the unleashed ambush skill rather than something very similar to staff #4, so heal/support untamed could be competitive with other builds in situations where stability is expected.
  12. You have to turn for a second or less; you get a feel for when the mechanic actually goes off. As for why we have instabilities in the first place, they help to keep fractals interesting when running them day after day. They're an important part of the content.
  13. What fractal are you farming? It seems to be more likely to drop in t2 fractals, so if you're between 21 and 25 you may be less likely to get it. If you have an excess of vials, you can also use the mystic forge recipe to promote them
  14. I found that to be this spec's greatest weakness when attempting to be the primary healer in fractals/raids. We can put out large amounts of healing consistently and apply plenty of the major boons, but we have 0 options for group stability.
  15. Guild decorations are meant to be the product of several people working together, that's why scribing costs run higher than other crafting. Any guild where 30 people will each contribute 4 pieces of leather will make the cost quite insignificant
  16. These kinds of bugs are unfortunately common with legendary quests in core maps. Events are pretty reliable at running at least once when the map refreshes, so unless a fix gets in, your best bet is to log in and run it right after a new build launches.
  17. Map metas, fractals, and raids give tons of unidentified gear. Salvage all of that (whether you open it first or not) and you'll get tons of luck coming in.
  18. That would also annoy people, effectively making us lose progress on a partially completed raid wing. It would have to be something that we can use to voluntarily reset a boss, like adding a dialog option to Glenna or the challenge mote (including adding a new mote on bosses that don't have them) to respawn the boss.
  19. It certainly wouldn't be the main wizard's vault dailies, but having motivation to raid more than once a week since solid groups are getting all 7 wings done in ~3 hours now would be nice. We would also need the ability to start bosses that we've already beaten that week so the raid wing isn't empty for a group that has already done them.
  20. Indeed, it's a desolate, toxic place with garbage maintenance and terribly unfun balancing. But it's far more bearable with someone you actually enjoy playing with rather than trudging through that swamp alone.
  21. As fun as the backwards roll was before, that made it pretty much unusable in endgame pve. This way we got a solid weapon that finally got power soulbeast builds to stop using main hand dagger.
  22. Real skill in this game involves doing both at the same time: navigating the mechanics of the fight while performing a good rotation. Some classes have more spare skills and abilities than others, but everyone can weight the pros and cons of departing from the perfect golem rotation in order to deal with what's coming at you, whether that's using a movement/teleportation skill out of rotation to chase a moving boss, getting CC skills off out of rotation to break a bar, or salvaging an interrupted rotation due to getting CC'ed or because of needing to move around mechanics/kill ads. Good endgame content will always be a mix of time to do good rotations and time to deal with mechanics. Balancing the two is far more interesting than just one or the other. Some specs are higher effort than others; if you don't like how much effort your class is requiring, there's always virt.
  23. I recommend using your harrier set for fractals since there's no tanking mechanic there. If you're making a giver/minstrel set for wvw, you can use one or two pieces of it to become the tank in raids without sacrificing a bunch of useful stats for unnecessarily high toughness. Many pve players would tell you that giver's is better for the one or two pieces that will make you the tank, while wvw players will usually favor minstrel's since it makes you more survivable overall.
  24. If making one friend to get along with and queue with is this much of a struggle, perhaps a social game isn't for you
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