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Geoff Fey.1035

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Everything posted by Geoff Fey.1035

  1. Almost every MMO that exists is never this easy--especially when you're talking about end-game content and gear. Check out the guide on the Official GW2 Wiki <-- Probably THE best resource for players getting Ascended in the entire game. I've been playing since Beta and yet every so often (before getting Legendaries) I would come back to it just to get a refresher on where to go and what to do to get things for buildcrafting. The community keeps it updated to include new methods, trading post links, as well as commentary on different runes and sigils so you can explore alternatives depending on your situation/needs.. It's probably the best resource for this and put together quite nicely.
  2. As well, it's possible to get 1 Legendary Armour every 3 weeks by playing under 2hrs per day, 3 days a week. Daily: 6 Provisioner Tokens [3-4 minutes alt-swapping] Once per day, no more than 5 times each [under 30 minutes each OR chain back-to-back under under 1.5hrs] Skywatch Meta & collecting magic for Pinch of Stardust Amnytas Meta & collecting magic for Static Charges Inner Nayos & collecting magic for Congealed Screams Once per day, no more than 3 per week: Convergences [approx. 25 minutes each] Map Completion or Light Lanterns in each map 5 times Skywatch Lanterns - can do this while waiting for Meta timers Amnytas Lanterns - can do this while waiting for Meta timers Inner Nayos Lanterns - takes 10-15 min/completion Even if you don't have the gold & materials, I'd recommend doing this as you'll get plenty of both.
  3. ANet has a VERY hit and miss track record with fixing things in a timely fashion. And even if something is not broken, ANet might decide to rework it--much to the ancient chagrin but now recent applause of Chronomancers. In addition, skills or traitlines can be removed or butchered at ANet's whim. Look at the Trait/Speciialization revamp, whole Rune/Relic fiasco, or the backlash from Legendary Relics now needing to "learn" things from Expansion 5 onwards. ANet could roll back all Legendaries so that you need to "learn" stat combinations all over again Nothing in the game is permanent and there are entire builds that are considered a staple of the meta in any mode are hinging on a single mechanic to make them viable.
  4. They were such a pain to stack up before I never bothered with them. Without Jade Protocols, most open-world solo builds can burst a group of enemies down in ~5 seconds, making the defensive boons nearly worthless have maybe 20s-30s cooldown between groups without Alacrity maintain several of those boons somewhere between 25%-100% (each) with zero boon duration vs Champions have traits for sustain/defense but use full DPS equipment so no need to swap anything except maybe 1-2 traits (or 1 traitline) In Zergs it's irrelevant because you have 100% uptime on everything anyways The +150 stats is the biggest bonus.
  5. Potential Design: Add a new section under the Training Tab for Weaponmaster Training and the new weapon training The Best Design: Add an event chain or collection to unlock with additional lore explaining why your profession has begun using these new weapons or branching out your techniques. ANet's Choice: Make these story steps pointless for literally every single other character on your account after completing them once Weaponmaster Training: "Hey, you know you can just.... use the weapons, right?" Expanded Weapons: "Find these scrolls for ancient fighting techniques that we'll never mention ever again, but you can give them a try"
  6. Warrior Trait: Bloodlust--either: A) 33% chance to inflict bleeding on hit OR B) Causes (100%) bleeding on critical hit
  7. When heroes were first introduced (2006) in Nightfall, you could only have 3. It wasn't until March 2011 that they removed the cap, approximately 6 months before release of GW2. I would be okay with ANet adding Heroes (probably via Mastery) in GW2 for instanced content
  8. So Condi Deadeye dropped from 50K down to 45K, putting it in line with other DPS builds rather than 5K-6K higher Barring projectile bugs, it'll be simpler to maintain the rotation in chaotic fights which seems like a plus overall
  9. The only axe change was how skill 3 for the Axe/Dagger setup handles Malice I'm finding the DPS is roughly the same so... not really any difference except the rotation is simpler.
  10. I thought this change was really good for PvE. Condi Dagger/Dagger Death Blossom build is 3-3-3-5-1(stealth attack) repeat Axes Before Patch: 2-2-3-5-1(stealth attack)-2-2-2-3-2-2-3-5-1(stealth attack) repeat After Patch: 2-2-3-5-1 (stealth attack) repeat Don't have to worry about skill 3 screwing up the rotation for Malice generation. And having a simpler rotation makes it function better in PvE since you don't have to think too much for the rotation. Sure, the damage may not be as high, but it's much more consistent and easier to master. Am I missing something?
  11. Don't wake the sleeping giant *rocks back and forth in a corner with the remnants of my immortal build that used Runes of Tormenting*
  12. Super simple fix to help make Hybrid-Bladesworn feasible: Guns & Glory provides a 100% chance of burning on explosion in addition to the Ferocity buff Chip damage for power builds Condi-spike for Gunsaber (Blooming Fire) & Pistol (Dragon's Roar) Zero mechanics changes Does not detract from Dragon Slash (since ANet seems dead set on this being the crown jewel of the spec)
  13. The Nov 2023 patch made it largely irrelevant (build-dependent) since you can get back into Berserk mode in 8s quite easily, and it's easier than ever to maintain Berserk. That said, having the option of using F1 if you're in a crunch is still a nice-to-have rather than the need-to-have previously. Agreed Bladesworn mechanically (and traits-wise) needs a solid review and rework PvE most viable builds devote everything to supporting Dragon Slash; HealAlacSworn is only viable because it's not expected to do any damage; no condi builds PvP change to unyielding dragon heavily damaged its viability in PvP, and it was difficult to use before then WvW why would you put yourself through this? Being rooted in WvW is basically a death sentence
  14. Several of the Spellbreaker skills and traits are actually named after those used by Dervishes in GW:Nightfall
  15. Honestly I'd like to see Spellbreaker's boonstrip abilities re-focused on. I understand that ANet as a whole has completely invested themselves in a boon meta. While I have my personal misgivings on it, that's the direction of the game--any calls to change it means a complete revamping of all professions, not just one or two. So it's fine with that. But Spellbreaker constantly has its boonstripping skills getting nerfed which is like taking away someone cup of water when they're trying to fight a wildfire. Meditations are simply a worse version of Core Warrior skills--with Break Enchantments being the sole exception. Natural Healing - Mending has a lower CD and activation time, allowing you to heal more and remove more conditions over the same period of time *Both of the below could be combined and "Shake It Off!" would still be a better stunbreak & condi defense Sight beyond Sight - Could be replaced by Relic of the Daredevil, but PvE Spellbreakers usually already have high Crit Change making this single guaranteed crit pointless Featherfoot Grace - Both Banner of Tactics & Berserker Stance are flat out superior in every way. Imminent Threat - Literally every single thing this skill does there are vastly better options: Taunt: Breakbar damage you could take Kick and do more 4x more CC. Almost any scenario where you would want to force someone to activate your Full Counter you're better off baiting them in other ways (PvP, WvW) or they have a Breakbar (PvE) Adrenaline: You have so many ways of gaining Adrenaline that this is utterly pointless Resolution: 5s on a 35s CD. You could get pulsing Resolution with Banners, Defense Traitline (Blocks), or Staff, all with greater durations and lower CD's Winds of Disenchantment - Out of 11 updates to this skill since release: 1 Visual update 1 Bug fix 1 Buff (2018) 8 Mechanical changes and nerfs, all of which either lowers targets/duration, negatively impacts player activity/mobility/defense, or changed the nature of it so that "incoming boons" only have reduced duration instead of being outright stripped (i.e. not triggering traits)
  16. I find I'm using bursts very nearly as much as Berserker, or more if you count Full Counter as a burst skill
  17. It's silly that we're still fighting Soldier's Focus despite it being specifically and repeatedly pointed out as an issue and ANet themselves noting in the 2023-11-28 balance patch that traits that mechanically operate like that are counterintuitive, reduce gameplay "feel", and hold the profession back
  18. Before EoD there were no Warriors asking for yet another DPS spec Making Mending Might apply healing to those you apply Might to would instantly solve a huge amount of Warrior support solid given the profession's access to Might. Other professions have this already either with all boons or simply healing themselves.
  19. I had this happen too actually--tested it by activating only skill 5 and not moving, not touching anything, not targeting anything: If standing still sometimes will disable the block animation almost immediately (within 1/2s). If staying on that same spot, issue will persist (Gilded Hollow Guild Hall, Sanctum of Nabkha) if I move to a different location or load into a different zone, issue is gone If moving, never encountered this issue I couldn't reliably replicate the issue. Tested it on my Norn Warrior (Nabhka + Gilded Hollow), Charr Warrior (Echovald Forest + Gilded Hollow), and Human Warrior (Wizard's Tower). Norn Warrior it happened in both locations (after initially equipping staff) Charr Warrior had no issues (after initially equipping staff) Human Warrior had no issue (after initially equipping staff) however got a weird notification. I equipped the staff and had Sword/Torch in my offhand. I changed my build from Berserker to Spellbreaker and got a notification saying "weapon cannot be used by your current specialization". I had the Staff weapon set active at that time, so I thought maybe it meant the staff itself, but then I realized I had Torch and so weapon swapped to my Sword/Torch. I can use the Torch just fine as Spellbreaker (Weaponmaster Training was unlocked months ago), but the notification seemed to pop up every time I would equip the staff and then swap my elite spec while having an elite spec weapon equipped in my second weapon set. Might be some kind of code in the background related to the initial equip of the staff itself?
  20. From a Fractals/Instanced PvE perspective, that's not entirely a gamebreaker. Healbrand and Healrald are similar where you sacrifice everything for heals with some utility. Comparatively do you find that it simply doesn't do enough? Like, not enough healing to warrant the lower damage or less utility compared to others professions? I've been testing out Axe Mainhand and while it's okay I'm not particularly impressed with the damage, and the reduced quickness and burst duration makes it feel like a struggle being in that weapon set for longer than it takes to use both Warhorn skills and swap back to staff. Would Dagger perhaps work a bit better for the leap finisher (skill 2), boon removal (burst), and intermittent CC (skill 3) despite the fact that the aftercast delay on the burst is a complete pain? If ANet actually revises mending might to apply AOE healing instead of just self healing, dagger would be useful for boonrip (Fractals: NPNG) as well as might-stacking with auto-attack.
  21. Ranged attacks, condi cleanse/healing, aoe pulsing dps/boon, aoe healing/boon, and CC barrier. Just imagine that on a thief.... Ranged attacks that pierce and traps with condi/regen, chill/poison, condi-cleanse, and CC. Just imagine that on a thief.... Sorry to break it to you, but different professions use the same weapon differently, and largely (barring poor implementation) the weapons are designed to work with the given playstyle of the profession. Thief staff is designed to suit Thief playstyle which is hard hitting spammable attacks with built in evades, soft CC, and some access to hard CC.
  22. Confirmed by ANet I was trying it out and noticed that in combat I wasn't losing Malice Stacks. Chained 3 stealth attacks back-to-back (Blinding Powder, Shadow Meld, Shadow Meld) and none of them got rid of the stacks.
  23. Rubi stated that T2 would be variants similar (but not 1:1) like the Gen3 weapons. This is T1 which is basically the "base" legendary armour
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