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knite.1542

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Posts posted by knite.1542

  1. @RangerThings.9810 said:The roaming food I want is fall damage reduction. Being able to use cliffs to avoid impossible outnumbered situations was clutch.

    Part of the reason this was removed from the game was not every profession has access. This would solve that.

    I would take no other stat on the food for this functionality.

    This would not be that useful with the whole gliding thing. I guess there would be some instances were it could save you though.

  2. @pacifist.3869 said:

    @knite.1542 said:Scholar runes or thief runes I suppose.More details about what you plan to play would make it easier to answer you.

    well i am using a core warrior with full zerk gear, and am looking or a bit more sustain out of it. currently using the earth rune to save my skin from stealth thiefs and a moderate defence from rangers.

    I think that the best defense is a good offense for warrior, but if you are looking for more sustain I suppose durability could be good.

  3. @Ayrilana.1396 said:

    @Ayrilana.1396 said:You do realize that it was the community that made Gors a DPS check and not Anet, right? You can do the actual mechanic for that attack instead if the group's DPS is that low. If a group still insists on skipping that mechanic, they can just break the bar slower assuming they have the sustain to deal with retal.

    I've actually seen people that don't know that you can break a wall and glide to avoid the attack.

    I've seen that too and that kind of thing is common in other areas of the game. The community adopts a method and players assume that must be the only way, The whole circle strat in Dragon's Stand wasn't the intended method but it was the simplest to make work with pug maps. Most players don't know that there are also pods down in the pit which control the spawns that run up the ramp to the pods above.

    The thing about raid bosses is that the minimum DPS that you need is the boss' HP divided by the number of seconds in the fight until the enrage timer. Technically in some cases you can go past that but I'll assume a group of new players wouldn't be able to. For gorseval, with 6 DPS players doing all of the damage, they would need to do around like 9K each. The downside with longer fights though is that the players will then have to deal with more of the mechanics which opens up the opportunity for bad things to happen.

    For those that want other difficulties, I wonder how many of them have actually tried raids at all. For those of them who have, I wonder how many of them failed because of the enrage timer.

    Yeah, unfortunately that is an issue with group content. It can be difficult to get people to think for themselves and also difficult to get people to do things different than what they've seen or done before.

  4. @Ayrilana.1396 said:You do realize that it was the community that made Gors a DPS check and not Anet, right? You can do the actual mechanic for that attack instead if the group's DPS is that low. If a group still insists on skipping that mechanic, they can just break the bar slower assuming they have the sustain to deal with retal.

    I've actually seen people that don't know that you can break a wall and glide to avoid the attack.

  5. @Veprovina.4876 said:

    @knite.1542 said:Not enough information here to tell you what is "better".Post your build

    Something like this:

    Disregard the malign infusions, i probably won't be getting those. Those are there for theorycrafting.So, pretty tanky with Trailblazer's, and Chaotic Transferrance converitng some of that tankyness into condition damage and duration.I used to run Undead runes on a simmilar build, to get more condition damage. Worked wonders.But now i'm thinking maybe something else idk...

    My recommendation is tormenting runes.

    Thanks, but i'm kinda weary of anything that extends duration because in WvW, tons of everyone have condition clense. So that duration won't do me much good if they outright negate it. And since mirage doesn't apply many conditions (mainly just confusion and torment), some of the professions can clense a lot of them instantly...

    But....

    Can you maybe explain more in detail why you think that's a good choice? What am i missing in my logic?

    Alright

    First, condition duration is extremely important. If someone applies a condition on me and it has no duration, I am just going to eat the damage because it is going to go away very fast. I am only going to use my condi clears if the condis on me are actually a threat.

    Secondly, the rune will heal you every single time you apply torment. There is no cooldown. That will give you a ton of sustain.

    Ah! I get it now, thanks for explaining!Yeah, this might work well! I totally missed the healing part, and since Mirage applies a lot of torment, could be good.Thank you!

    Could i bother you for another suggestion?Let's say i use Tormenting in my ultimate build, when i get all ascended (i already have one set, but it's geared for support Chrono).

    What are some cheaper alternatives i can get in the meantime?Cause i don't want to use the Upgrade extractor to remove them after i get better armor.

    Undead runes.

  6. @Veprovina.4876 said:

    @knite.1542 said:Not enough information here to tell you what is "better".Post your build

    Something like this:

    Disregard the malign infusions, i probably won't be getting those. Those are there for theorycrafting.So, pretty tanky with Trailblazer's, and Chaotic Transferrance converitng some of that tankyness into condition damage and duration.I used to run Undead runes on a simmilar build, to get more condition damage. Worked wonders.But now i'm thinking maybe something else idk...

    My recommendation is tormenting runes.

    Thanks, but i'm kinda weary of anything that extends duration because in WvW, tons of everyone have condition clense. So that duration won't do me much good if they outright negate it. And since mirage doesn't apply many conditions (mainly just confusion and torment), some of the professions can clense a lot of them instantly...

    But....

    Can you maybe explain more in detail why you think that's a good choice? What am i missing in my logic?

    Alright

    First, condition duration is extremely important. If someone applies a condition on me and it has no duration, I am just going to eat the damage because it is going to go away very fast. I am only going to use my condi clears if the condis on me are actually a threat.

    Secondly, the rune will heal you every single time you apply torment. There is no cooldown. That will give you a ton of sustain.

  7. @Veprovina.4876 said:

    @"knite.1542" said:Not enough information here to tell you what is "better".Post your build

    Something like this:

    Disregard the malign infusions, i probably won't be getting those. Those are there for theorycrafting.So, pretty tanky with Trailblazer's, and Chaotic Transferrance converitng some of that tankyness into condition damage and duration.I used to run Undead runes on a simmilar build, to get more condition damage. Worked wonders.But now i'm thinking maybe something else idk...

    My recommendation is tormenting runes.

  8. @"Linken.6345" said:Or player buy progression see no reason to play and quit so good for investor pocket bad for players.Dev make it even harder to get stuff so people buy it for cash good for investor pocket bad for players.Too many players leave bad for devs, investor shrugh and invest in another game bad for players.

    I don't really think that's how it would go lol. You are hypothetically skipping a grind, not buying the endgame rewards or gear.I couldn't imagine thinking to myself, "I have all the mastery points now. There is no more reason to play the game."I think it is more likely that I would think, "I have these mastery points done. Now I can play the content that was locked behind them."So if anything, it would be even more reason to play the game.

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