Jump to content
  • Sign Up

Geoff Fey.1035

Members
  • Posts

    398
  • Joined

  • Last visited

Posts posted by Geoff Fey.1035

  1. 4 hours ago, Tula.6021 said:

    My definition of easy: short and simple in the game without external resources.

    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.

     

    • Thanks 3
  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.

    • Thanks 1
    • Confused 1
  3. 1 hour ago, NukkinFutz.8645 said:

    Well, I'm a fairly new player.  1 year and 3 months played.  I've played with Jade Protocols ever since I discovered them early on.  This is a BS decision.  If it was broke, they should've FIXED it A LLLLLLLLOOOOOOOOOOOOOOOOOOONG time ago.

    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.

    • Like 1
  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.

     

    • Like 1
    • Confused 6
  5. On 4/10/2024 at 1:15 AM, Eloc Freidon.5692 said:

    Also from making Hero Points useful beyond elite specs.

    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"
    • Like 1
    • Confused 2
    • Sad 1
  6. 2 hours ago, Laughing Bat.1570 said:

    . The biggest change was heroes (started in Nightfall but EotN added quite a few more), which meant pugs were far less common. It was never difficult to find people in main hub towns or finding an active guild before gw2's release.

    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

    • Like 1
    • Confused 2
  7. 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

    • Confused 1
  8. 1 hour ago, Asra.8746 said:

    Yes, you are. You are slow.

    That's the only reason those rotations work for you; which also means you perform worse than others who are actually better players with faster reactions and apm.

    Also, they literally didn't address any of the bugs and issues plaguing axe, instead of just nerfing it first. This is the most backwards logic in balancing I've seen in games.

    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.

    • Confused 2
  9. 41 minutes ago, Seraq.4692 said:

    I swear the nerf to Malicious Cunning Salvo is some of the most tone deaf nerfs I've seen in quite a while.

    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?

    • Like 1
    • Confused 2
  10. 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)
  11. 22 hours ago, Lighter.5631 said:

    the reason why they gave core f1 back to berserker, because it is so crucial, we all forgot how stupid berserker played without core f1, it's almost like they didn't learn from berserker

    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
  12. 14 hours ago, Leo G.4501 said:

    Curious what people really want out of Spellbreaker now. I've seen calls to flesh out its condi dps but curious which people would prefer to add onto SB: condi dps, support boon dps or heal dps?

    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)
    • Confused 1
  13. Quote

     

    Bladesworn has very high burst, but also a lot of self-rooting and restricted to one weaponset. If you miss the burst, your damage plummets.

    Spellbreaker has way lower burst and also somewhat lower sustained damage, but is quite easy to learn and is extremely sturdy even on the glassiest instanced content builds.

     

    Quote

     

    Bladesworn is a beast for open world because it can kill most of the open world enemies with just one Dragonslash. Dragonslash can also fully heal you if you take the corresponding trait which is great for sustaining yourself.

    Spellbreaker has more and better personal defenses which may help while playing solo. Hammer pairs well with Spellbreaker so it's something to consider if you like this weapon. Full counter is also fun to use.

    Spellbreaker feels and plays more like core Warrior while Bladesworn has very unique and distinguish playstyle. Both builds are great but it's difficult to recommend one of them because of unique playstyles they offer. The best thing you could do, is to test both of them on your own.

     

     

  14. 16 minutes ago, Crimthan.9308 said:

    Bladesworn should have been the elite heal spec to begin with. Seriously- how many warriors mains were asking for Bladesworn???????

    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.

  15. On 2/28/2024 at 6:26 AM, Lan Deathrider.5910 said:

    You can cancel it by using a different skill.

    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?

  16. On 2/27/2024 at 9:01 PM, DanAlcedo.3281 said:

    Yeah dmg was really not that great. 

    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?

    On 2/27/2024 at 1:29 PM, DanAlcedo.3281 said:

    Staff x/ Warhorn without a Mainhand support weapon.  

    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.

  17. 5 hours ago, Blind.4162 said:

    A heal, two leaps, a pull and of course a block projectiles. Just imagine that on a thief....

    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.

    • Like 1
    • Confused 3
  18. 47 minutes ago, zeyeti.8347 said:

    I just tested out deadeye with axes and seem the stealth attack from axe auto doesnt consume any malice so neither work with Maleficent Seven . Any of you have tried it yet ? i tried it yesterday on the training golem.

    Regardless the concept is fun.

    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.

    • Thanks 1
    • Sad 1
×
×
  • Create New...